]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/events.qh
Makefile: use `-I.`
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / events.qh
index 33fa9ee3f7019b9efe2e319b670df233cfbb7ef3..bff80c7cec81470bd690e3285c383a6573832afd 100644 (file)
@@ -1,7 +1,7 @@
 #ifndef SERVER_MUTATORS_EVENTS_H
 #define SERVER_MUTATORS_EVENTS_H
 
-#include "../../common/mutators/base.qh"
+#include <common/mutators/base.qh>
 
 // register all possible hooks here
 
@@ -12,7 +12,7 @@ MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
 
 /** */
 #define EV_PutClientInServer(i, o) \
-    /** client wanting to spawn */ i(entity, self) \
+    /** client wanting to spawn */ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
 
@@ -73,16 +73,6 @@ string weapon_sound;
 string weapon_sound_output;
 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
 
-/** called when a weapon model is about to be set, allows custom paths etc. */
-#define EV_WeaponModel(i, o) \
-    /**/ i(string, weapon_model) \
-    /**/ i(string, weapon_model_output) \
-    /**/ o(string, weapon_model_output) \
-    /**/
-string weapon_model;
-string weapon_model_output;
-MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
-
 /** called when an item model is about to be set, allows custom paths etc. */
 #define EV_ItemModel(i, o) \
     /**/ i(string, item_model) \
@@ -93,19 +83,9 @@ string item_model;
 string item_model_output;
 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
 
-/** called when a player presses the jump key */
-#define EV_PlayerJump(i, o) \
-    /**/ i(float, player_multijump) \
-    /**/ i(float, player_jumpheight) \
-    /**/ o(float, player_multijump) \
-    /**/ o(float, player_jumpheight) \
-    /**/
-float player_multijump;
-float player_jumpheight;
-MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
-
 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
 #define EV_GiveFragsForKill(i, o) \
+    /**/ i(entity, __self) \
     /** same as self */ i(entity, frag_attacker) \
     /**/ i(entity, frag_target) \
     /**/ i(float, frag_score) \
@@ -121,6 +101,8 @@ MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
 #define EV_GetTeamCount(i, o) \
     /**/ i(float, ret_float) \
     /**/ o(float, ret_float) \
+    /**/ i(string, ret_string) \
+    /**/ o(string, ret_string) \
     /**/
 float ret_float;
 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
@@ -128,7 +110,7 @@ MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
 /** copies variables for spectating "other" to "self" */
 #define EV_SpectateCopy(i, o) \
     /**/ i(entity, other) \
-    /**/ i(entity, self) \
+    /**/ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
 
@@ -137,14 +119,22 @@ MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
     /**/ i(string, format_escape) \
     /**/ i(string, format_replacement) \
     /**/ o(string, format_replacement) \
+    /**/ i(string, format_message) \
     /**/
 string format_escape;
 string format_replacement;
+string format_message;
 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
 
-/** returns 1 if throwing the current weapon shall not be allowed */
+/** returns true if throwing the current weapon shall not be allowed */
 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
 
+/** returns true if dropping the current weapon shall not be allowed at any time including death */
+MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
+
+/**  */
+MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
+
 /** allows changing attack rate */
 #define EV_WeaponRateFactor(i, o) \
     /**/ i(float, weapon_rate) \
@@ -165,7 +155,7 @@ MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
 
 /** called every frame. customizes the waypoint for spectators */
 #define EV_CustomizeWaypoint(i, o) \
-    /** waypoint */ i(entity, self) \
+    /** waypoint */ i(entity, __self) \
     /** player; other.enemy = spectator */ i(entity, other) \
     /**/
 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
@@ -174,17 +164,20 @@ MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
  * 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)
  * return error to request removal
  */
-MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
+#define EV_FilterItem(i, o) \
+    /** the current item */ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
 
 /** return error to request removal */
 #define EV_TurretSpawn(i, o) \
-    /** turret */ i(entity, self) \
+    /** turret */ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
 
 /** return error to not attack */
 #define EV_TurretFire(i, o) \
-    /** turret */ i(entity, self) \
+    /** turret */ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
 
@@ -205,12 +198,6 @@ MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
 /** TODO change this into a general PlayerPostThink hook? */
 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
 
-/**
- * called before any player physics, may adjust variables for movement,
- * is run AFTER bot code and idle checking
- */
-MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
-
 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
 #define EV_GetCvars(i, o) \
     /**/ i(float, get_cvars_f) \
@@ -222,7 +209,7 @@ MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because o
 
 /** can edit any "just fired" projectile */
 #define EV_EditProjectile(i, o) \
-    /**/ i(entity, self) \
+    /**/ i(entity, __self) \
     /**/ i(entity, other) \
     /**/
 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
@@ -236,6 +223,13 @@ MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
     /**/
 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
 
+/** called when a monster dies */
+#define EV_MonsterRemove(i, o) \
+    /**/ i(entity, rem_mon) \
+    /**/
+entity rem_mon; // avoiding ovewriting self & other
+MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
+
 /** called when a monster wants to respawn */
 #define EV_MonsterRespawn(i, o) \
     /**/ i(entity, other) \
@@ -247,7 +241,7 @@ MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
     /**/ i(entity, other) \
     /**/ o(entity, other) \
     /**/
-.void() monster_loot;
+.void(entity this) monster_loot;
 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
 
 /**
@@ -299,6 +293,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor
  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
  */
 #define EV_PlayerDamage_Calculate(i, o) \
+    /**/ i(entity, frag_inflictor) \
     /**/ i(entity, frag_attacker) \
     /**/ i(entity, frag_target) \
     /**/ i(float, frag_deathtype) \
@@ -318,17 +313,34 @@ MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
  * Called when a player is damaged
  */
 #define EV_PlayerDamaged(i, o) \
-    /** attacker */ i(entity, mutator_argv_entity_0) \
-    /** target */ i(entity, mutator_argv_entity_1) \
-    /** health */ i(int, mutator_argv_int_0) \
-    /** armor */ i(int, mutator_argv_int_1) \
-    /** location */ i(vector, mutator_argv_vector_0) \
+    /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
+    /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
+    /** health    */ i(int,    MUTATOR_ARGV_0_int) \
+    /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
+    /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
+    /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
     /**/
 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
 
+/**
+ * Called by W_DecreaseAmmo
+ */
+#define EV_W_DecreaseAmmo(i, o) \
+    /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+    /**/
+MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
+
+/**
+ * Called by W_Reload
+ */
+#define EV_W_Reload(i, o) \
+    /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+    /**/
+MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
+
 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
 #define EV_PlayerPowerups(i, o) \
-    /**/ i(entity, self) \
+    /**/ i(entity, __self) \
     /**/ i(int, olditems) \
     /**/
 int olditems;
@@ -338,21 +350,17 @@ MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
  * called every player think frame
  * return 1 to disable regen
  */
-#define EV_PlayerRegen(i, o) \
-    /**/ i(float, regen_mod_max) \
-    /**/ o(float, regen_mod_max) \
-    /**/ i(float, regen_mod_regen) \
-    /**/ o(float, regen_mod_regen) \
-    /**/ i(float, regen_mod_rot) \
-    /**/ o(float, regen_mod_rot) \
-    /**/ i(float, regen_mod_limit) \
-    /**/ o(float, regen_mod_limit) \
-    /**/
 float regen_mod_max;
 float regen_mod_regen;
 float regen_mod_rot;
 float regen_mod_limit;
-MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
+float regen_health;
+float regen_health_linear;
+float regen_health_rot;
+float regen_health_rotlinear;
+float regen_health_stable;
+float regen_health_rotstable;
+MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
 
 /**
  * called when the use key is pressed
@@ -394,12 +402,23 @@ int cmd_argc;
 string cmd_string;
 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
 
+/** please read EV_SV_ParseClientCommand description before using */
+#define EV_SV_ParseServerCommand(i, o) \
+    /** command name */ i(string, cmd_name) \
+    /** also, argv() can be used */ i(int, cmd_argc) \
+    /** whole command, use only if you really have to */ i(string, cmd_string) \
+    /**/
+//string cmd_name;
+//int cmd_argc;
+//string cmd_string;
+MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
+
 /**
  * called when a spawnpoint is being evaluated
  * return 1 to make the spawnpoint unusable
  */
 #define EV_Spawn_Score(i, o) \
-    /** player wanting to spawn */ i(entity, self) \
+    /** player wanting to spawn */ i(entity, __self) \
     /** spot to be evaluated */ i(entity, spawn_spot) \
     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
     /**/ o(vector, spawn_score) \
@@ -421,12 +440,12 @@ MUTATOR_HOOKABLE(SetModname, EV_SetModname);
  * return 1 to remove an item
  */
 #define EV_Item_Spawn(i, o) \
-    /** the item */ i(entity, self) \
+    /** the item */ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
 
 #define EV_SetWeaponreplace(i, o) \
-    /** map entity */ i(entity, self) \
+    /** map entity */ i(entity, __self) \
     /** weapon info */ i(entity, other) \
     /**/ i(string, ret_string) \
     /**/ o(string, ret_string) \
@@ -456,7 +475,7 @@ MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
  */
 #define EV_PortalTeleport(i, o) \
-    /**/ i(entity, self) \
+    /**/ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
 
@@ -467,7 +486,7 @@ MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
  * in a special manner using this hook
  */
 #define EV_HelpMePing(i, o) \
-    /** the player who pressed impulse 33 */ i(entity, self) \
+    /** the player who pressed impulse 33 */ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
 
@@ -494,7 +513,7 @@ MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
  * return true to stop player from entering the vehicle
  */
 #define EV_VehicleTouch(i, o) \
-    /** vehicle */ i(entity, self) \
+    /** vehicle */ i(entity, __self) \
     /** player */ i(entity, other) \
     /**/
 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
@@ -511,13 +530,13 @@ MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
 
 /** called when a speedrun is aborted and the player is teleported back to start position */
 #define EV_AbortSpeedrun(i, o) \
-    /** player */ i(entity, self) \
+    /** player */ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
 
 /** called at when a item is touched. Called early, can edit item properties. */
 #define EV_ItemTouch(i, o) \
-    /** item */ i(entity, self) \
+    /** item */ i(entity, __self) \
     /** player */ i(entity, other) \
     /**/
 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
@@ -530,12 +549,12 @@ enum {
 
 /** called at when a player connect */
 #define EV_ClientConnect(i, o) \
-    /** player */ i(entity, self) \
+    /** player */ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
 
 #define EV_HavocBot_ChooseRole(i, o) \
-    /**/ i(entity, self) \
+    /**/ i(entity, __self) \
     /**/
 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
 
@@ -564,7 +583,7 @@ MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
 
 /** called when a bullet has hit a target */
 #define EV_FireBullet_Hit(i, o) \
-    /**/ i(entity, self) \
+    /**/ i(entity, __self) \
     /**/ i(entity, bullet_hit) \
     /**/ i(vector, bullet_startpos) \
     /**/ i(vector, bullet_endpos) \
@@ -581,9 +600,242 @@ MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
 #define EV_FixPlayermodel(i, o) \
     /**/ i(string, ret_string) \
     /**/ o(string, ret_string) \
+    /**/ i(int, ret_int) \
+    /**/ o(int, ret_int) \
     /**/
+int ret_int;
 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
 
 /** Return error to play frag remaining announcements */
 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
+
+#define EV_GrappleHookThink(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(int, hook_tarzan) \
+    /**/ o(int, hook_tarzan) \
+    /**/ i(entity, hook_pullentity) \
+    /**/ o(entity, hook_pullentity) \
+    /**/ i(float, hook_velmultiplier) \
+    /**/ o(float, hook_velmultiplier) \
+    /**/
+int hook_tarzan;
+entity hook_pullentity;
+float hook_velmultiplier;
+MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
+
+#define EV_BuffModel_Customize(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(entity, buff_player) \
+    /**/
+entity buff_player;
+MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
+
+/** called at when a buff is touched. Called early, can edit buff properties. */
+#define EV_BuffTouch(i, o) \
+    /** item */ i(entity, __self) \
+    /** player */ i(entity, other) \
+    /**/
+MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
+
+MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
+
+MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
+
+MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
+
+#define EV_GetRecords(i, o) \
+    /**/ i(int, record_page) \
+    /**/ i(string, ret_string) \
+    /**/ o(string, ret_string) \
+    /**/
+int record_page;
+MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
+
+#define EV_Race_FinalCheckpoint(i, o) \
+    /**/ i(entity, race_player) \
+    /**/
+entity race_player;
+MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
+
+/** called when player triggered kill (or is changing teams), return error to not do anything */
+#define EV_ClientKill(i, o) \
+    /** player */ i(entity, __self) \
+    /* kill delay */ i(float, ret_float) \
+    /* kill delay */ o(float, ret_float) \
+    /**/
+MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
+
+#define EV_FixClientCvars(i, o) \
+    /**/ i(entity, fix_client) \
+    /**/
+entity fix_client;
+MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
+
+#define EV_SpectateSet(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(entity, spec_player) \
+    /**/ o(entity, spec_player) \
+    /**/
+entity spec_player;
+MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
+
+#define EV_SpectateNext(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(entity, spec_player) \
+    /**/ o(entity, spec_player) \
+    /**/
+MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
+
+#define EV_SpectatePrev(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(entity, spec_player) \
+    /**/ o(entity, spec_player) \
+    /**/ i(entity, spec_first) \
+    /**/
+entity spec_first;
+MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
+
+enum {
+    MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
+    MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
+    MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
+};
+
+/** called when player triggered kill (or is changing teams), return error to not do anything */
+#define EV_Bot_FixCount(i, o) \
+    /**/ i(int, bot_activerealplayers) \
+    /**/ o(int, bot_activerealplayers) \
+    /**/ i(int, bot_realplayers) \
+    /**/ o(int, bot_realplayers) \
+    /**/
+int bot_activerealplayers;
+int bot_realplayers;
+MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
+
+#define EV_ClientCommand_Spectate(i, o) \
+    /**/ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
+
+enum {
+    MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
+    MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
+    MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
+};
+
+#define EV_CheckRules_World(i, o) \
+    /* status */ i(float, ret_float) \
+    /* status */ o(float, ret_float) \
+    /* time limit */ i(float, checkrules_timelimit) \
+    /* frag limit */ i(int, checkrules_fraglimit) \
+    /**/
+float checkrules_timelimit;
+int checkrules_fraglimit;
+MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
+
+#define EV_WantWeapon(i, o) \
+    /**/ i(entity, want_weaponinfo) \
+    /**/ i(float, ret_float) \
+    /**/ o(float, ret_float) \
+    /**/ i(bool, want_allguns) \
+    /**/ o(bool, want_allguns) \
+    /**/ i(bool, want_mutatorblocked) \
+    /**/ o(bool, want_mutatorblocked) \
+    /**/
+entity want_weaponinfo;
+bool want_allguns;
+bool want_mutatorblocked;
+MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
+
+#define EV_AddPlayerScore(i, o) \
+    /**/ i(int, score_field) \
+    /**/ i(float, ret_float) \
+    /**/ o(float, ret_float) \
+    /**/
+int score_field;
+MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
+
+#define EV_GetPlayerStatus(i, o) \
+    /**/ i(entity, set_player) \
+    /**/ i(string, ret_string) \
+    /**/ o(string, ret_string) \
+    /**/
+entity set_player;
+MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
+
+#define EV_SetWeaponArena(i, o) \
+    /**/ i(string, ret_string) \
+    /**/ o(string, ret_string) \
+    /**/
+MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
+
+#define EV_DropSpecialItems(i, o) \
+    /**/ i(entity, frag_target) \
+    /**/
+MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
+
+/**
+ * called when an admin tries to kill all monsters
+ * return 1 to prevent spawning
+ */
+MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
+
+MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
+
+#define EV_SendWaypoint(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(entity, wp_sendto) \
+    /**/ i(int, wp_sendflags) \
+    /**/ o(int, wp_sendflags) \
+    /**/ i(int, wp_flag) \
+    /**/ o(int, wp_flag) \
+    /**/
+entity wp_sendto;
+int wp_sendflags;
+int wp_flag;
+MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
+
+#define EV_TurretValidateTarget(i, o) \
+    /**/ i(entity, turret_this) \
+    /**/ i(entity, turret_target) \
+    /**/ i(int, turret_vflags) \
+    /**/
+entity turret_this;
+entity turret_target;
+int turret_vflags;
+MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
+
+#define EV_TurretThink(i, o) \
+    /**/ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
+
+MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
+
+/** */
+#define EV_PrepareExplosionByDamage(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(entity, frag_attacker) \
+    /**/
+MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
+
+/** called when a monster model is about to be set, allows custom paths etc. */
+#define EV_MonsterModel(i, o) \
+    /**/ i(string, monster_model) \
+    /**/ i(string, monster_model_output) \
+    /**/ o(string, monster_model_output) \
+    /**/
+string monster_model;
+string monster_model_output;
+MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
+
+/**/
+#define EV_Player_ChangeTeam(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(float, pct_curteam) \
+    /**/ i(float, pct_newteam) \
+    /**/
+float pct_curteam;
+float pct_newteam;
+MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
 #endif