/**/
MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
+/** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
+#define EV_ForbidRandomStartWeapons(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
+
/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
#define EV_PlayerSpawn(i, o) \
/** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
/** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
/** target */ i(entity, MUTATOR_ARGV_2_entity) \
/** deathtype */ i(float, MUTATOR_ARGV_3_float) \
- /** damage */ i(float, MUTATOR_ARGV_4_float) \
+ /** damage */ i(float, MUTATOR_ARGV_4_float) \
/** damage */ o(float, MUTATOR_ARGV_4_float) \
/**/
MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
+/** called after a player died. */
+#define EV_PlayerDied(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
+
/** allows overriding the frag centerprint messages */
#define EV_FragCenterMessage(i, o) \
/** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
-/** called when a weapon sound is about to be played, allows custom paths etc. */
-#define EV_WeaponSound(i, o) \
- /** sound */ i(string, MUTATOR_ARGV_0_string) \
- /** output */ i(string, MUTATOR_ARGV_1_string) \
- /**/ o(string, MUTATOR_ARGV_1_string) \
- /**/
-MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
-
/** called when an item model is about to be set, allows custom paths etc. */
#define EV_ItemModel(i, o) \
/** model */ i(string, MUTATOR_ARGV_0_string) \
/** called when the match ends */
MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
-/** allows adjusting allowed teams */
-#define EV_CheckAllowedTeams(i, o) \
+/** Allows adjusting allowed teams. Return true to use the bitmask value and set
+ * non-empty string to use team entity name. Both behaviors can be active at the
+ * same time and will stack allowed teams.
+ */
+#define EV_TeamBalance_CheckAllowedTeams(i, o) \
/** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
/**/ o(float, MUTATOR_ARGV_0_float) \
/** team entity name */ i(string, MUTATOR_ARGV_1_string) \
/**/ o(string, MUTATOR_ARGV_1_string) \
/** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
/**/
-MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
+MUTATOR_HOOKABLE(TeamBalance_CheckAllowedTeams,
+ EV_TeamBalance_CheckAllowedTeams);
+
+/** return true to manually override team counts */
+MUTATOR_HOOKABLE(TeamBalance_GetTeamCounts, EV_NO_ARGS);
+
+/** allow overriding of team counts */
+#define EV_TeamBalance_GetTeamCount(i, o) \
+ /** team index to count */ i(float, MUTATOR_ARGV_0_float) \
+ /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** number of players in a team */ i(float, MUTATOR_ARGV_2_float) \
+ /**/ o(float, MUTATOR_ARGV_2_float) \
+ /** number of bots in a team */ i(float, MUTATOR_ARGV_3_float) \
+ /**/ o(float, MUTATOR_ARGV_3_float) \
+ /** lowest scoring human in a team */ i(entity, MUTATOR_ARGV_4_entity) \
+ /**/ o(entity, MUTATOR_ARGV_4_entity) \
+ /** lowest scoring bot in a team */ i(entity, MUTATOR_ARGV_5_entity) \
+ /**/ o(entity, MUTATOR_ARGV_5_entity) \
+ /**/
+MUTATOR_HOOKABLE(TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount);
+
+/** allows overriding the teams that will make the game most balanced if the
+ * player joins any of them.
+ */
+#define EV_TeamBalance_FindBestTeams(i, o) \
+ /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
+ /**/
+MUTATOR_HOOKABLE(TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams);
/** copies variables for spectating "spectatee" to "this" */
#define EV_SpectateCopy(i, o) \
/** called when an item is about to respawn */
#define EV_Item_RespawnCountdown(i, o) \
- /** item name */ i(string, MUTATOR_ARGV_0_string) \
- /**/ o(string, MUTATOR_ARGV_0_string) \
- /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
- /**/ o(vector, MUTATOR_ARGV_1_vector) \
+ /** item */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
};
+/** called after the item has been touched. */
+#define EV_ItemTouched(i, o) \
+ /** item */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/
+MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
+
+/** Called when the amount of entity resources changes. Can be used to override
+resource limit. */
+#define EV_GetResourceLimit(i, o) \
+ /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** resource type */ i(int, MUTATOR_ARGV_1_int) \
+ /** limit */ i(float, MUTATOR_ARGV_2_float) \
+ /**/ o(float, MUTATOR_ARGV_2_float) \
+ /**/
+MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
+
+/** Called when the amount of resource of an entity changes. See RESOURCE_*
+constants for resource types. Return true to forbid the change. */
+#define EV_SetResourceAmount(i, o) \
+ /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** resource type */ i(int, MUTATOR_ARGV_1_int) \
+ /**/ o(int, MUTATOR_ARGV_1_int) \
+ /** amount */ i(float, MUTATOR_ARGV_2_float) \
+ /**/ o(float, MUTATOR_ARGV_2_float) \
+ /**/
+MUTATOR_HOOKABLE(SetResourceAmount, EV_SetResourceAmount);
+
+/** Called when entity is being given some resource. See RESOURCE_* constants
+for resource types. Return true to forbid giving. */
+#define EV_GiveResource(i, o) \
+ /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** resource type */ i(int, MUTATOR_ARGV_1_int) \
+ /**/ o(int, MUTATOR_ARGV_1_int) \
+ /** amount */ i(float, MUTATOR_ARGV_2_float) \
+ /**/ o(float, MUTATOR_ARGV_2_float) \
+ /**/
+MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
+
/** called at when a player connect */
#define EV_ClientConnect(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
+/** called when player is about to be killed during kill command or changing teams */
+#define EV_ClientKill_Now(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
+
#define EV_FixClientCvars(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
#define EV_AddPlayerScore(i, o) \
- /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
+ /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
/** score */ i(float, MUTATOR_ARGV_1_float) \
/**/ o(float, MUTATOR_ARGV_1_float) \
/** player */ i(entity, MUTATOR_ARGV_2_entity) \
/**/
MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
+#define EV_AddedPlayerScore(i, o) \
+ /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** score */ i(float, MUTATOR_ARGV_1_float) \
+ /** player */ i(entity, MUTATOR_ARGV_2_entity) \
+ /**/
+MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
+
#define EV_GetPlayerStatus(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
* Called before player changes their team. Return true to block team change.
*/
#define EV_Player_ChangeTeam(i, o) \
- /** player */ i(entity, MUTATOR_ARGV_0_entity) \
- /** current team */ i(float, MUTATOR_ARGV_1_float) \
- /** new team */ i(float, MUTATOR_ARGV_2_float) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** current team index */ i(float, MUTATOR_ARGV_1_float) \
+ /** new team index */ i(float, MUTATOR_ARGV_2_float) \
/**/
MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
* Called after player has changed their team.
*/
#define EV_Player_ChangedTeam(i, o) \
- /** player */ i(entity, MUTATOR_ARGV_0_entity) \
- /** old team */ i(float, MUTATOR_ARGV_1_float) \
- /** current team */ i(float, MUTATOR_ARGV_2_float) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** old team index */ i(float, MUTATOR_ARGV_1_float) \
+ /** current team index */ i(float, MUTATOR_ARGV_2_float) \
/**/
MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
+/**
+ * Called when player is about to be killed when changing teams. Return true to block killing.
+ */
+#define EV_Player_ChangeTeamKill(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
+
/**/
#define EV_URI_GetCallback(i, o) \
/** id */ i(float, MUTATOR_ARGV_0_float) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
+
+/** return true to show a waypoint while the item is spawning */
+#define EV_Item_ScheduleRespawn(i, o) \
+ /** item */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
+ /**/
+MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
+
+/** called before physics stats are set on a player, allows limited early customization */
+#define EV_PlayerPhysics_UpdateStats(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
+
+/** return true to use your own aim target (or none at all) */
+#define EV_HavocBot_Aim(i, o) \
+ /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
+
+/** return true to skip respawn time calculations */
+#define EV_CalculateRespawnTime(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);