3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
20 * return true to prevent a spectator/observer to spawn as player
22 #define EV_ForbidSpawn(i, o) \
23 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
25 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
27 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
28 #define EV_PlayerSpawn(i, o) \
29 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
30 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
32 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
34 /** called in reset_map */
35 #define EV_reset_map_global(i, o) \
37 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
39 /** called in reset_map */
40 #define EV_reset_map_players(i, o) \
42 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
44 /** returns 1 if clearing player score shall not be allowed */
45 #define EV_ForbidPlayerScore_Clear(i, o) \
47 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
49 /** called when a player disconnects */
50 #define EV_ClientDisconnect(i, o) \
51 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
53 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
55 /** called when a player dies to e.g. remove stuff he was carrying. */
56 #define EV_PlayerDies(i, o) \
57 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
58 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
59 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
60 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
61 /** damage */ i(float, MUTATOR_ARGV_4_float) \
62 /** damage */ o(float, MUTATOR_ARGV_4_float) \
64 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
66 /** allows overriding the frag centerprint messages */
67 #define EV_FragCenterMessage(i, o) \
68 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
69 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
70 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
71 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
72 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
74 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
76 /** called when a player dies to e.g. remove stuff he was carrying */
77 #define EV_PlayHitsound(i, o) \
78 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
79 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
81 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
83 /** called when a weapon sound is about to be played, allows custom paths etc. */
84 #define EV_WeaponSound(i, o) \
85 /** sound */ i(string, MUTATOR_ARGV_0_string) \
86 /** output */ i(string, MUTATOR_ARGV_1_string) \
87 /**/ o(string, MUTATOR_ARGV_1_string) \
89 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
91 /** called when an item model is about to be set, allows custom paths etc. */
92 #define EV_ItemModel(i, o) \
93 /** model */ i(string, MUTATOR_ARGV_0_string) \
94 /** output */ i(string, MUTATOR_ARGV_1_string) \
95 /**/ o(string, MUTATOR_ARGV_1_string) \
97 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
99 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
100 #define EV_GiveFragsForKill(i, o) \
101 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
102 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
103 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
104 /** */ o(float, MUTATOR_ARGV_2_float) \
106 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
108 /** called when the match ends */
109 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
111 /** allows adjusting allowed teams */
112 #define EV_CheckAllowedTeams(i, o) \
113 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
114 /**/ o(float, MUTATOR_ARGV_0_float) \
115 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
116 /**/ o(string, MUTATOR_ARGV_1_string) \
118 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
120 /** copies variables for spectating "spectatee" to "this" */
121 #define EV_SpectateCopy(i, o) \
122 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
123 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
125 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
127 /** called when formatting a chat message to replace fancy functions */
128 #define EV_FormatMessage(i, o) \
129 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
130 /** escape */ i(string, MUTATOR_ARGV_1_string) \
131 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
132 /**/ o(string, MUTATOR_ARGV_2_string) \
133 /** message */ i(string, MUTATOR_ARGV_3_string) \
135 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
137 /** returns true if throwing the current weapon shall not be allowed */
138 #define EV_ForbidThrowCurrentWeapon(i, o) \
139 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
140 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
142 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
144 /** returns true if dropping the current weapon shall not be allowed at any time including death */
145 #define EV_ForbidDropCurrentWeapon(i, o) \
146 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
147 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
149 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
152 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
154 /** allows changing attack rate */
155 #define EV_WeaponRateFactor(i, o) \
156 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
157 /**/ o(float, MUTATOR_ARGV_0_float) \
158 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
160 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
162 /** allows changing weapon speed (projectiles mostly) */
163 #define EV_WeaponSpeedFactor(i, o) \
164 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
165 /**/ o(float, MUTATOR_ARGV_0_float) \
166 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
168 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
170 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
171 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
173 /** called every frame. customizes the waypoint for spectators */
174 #define EV_CustomizeWaypoint(i, o) \
175 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
176 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
178 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
181 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
182 * return error to request removal
184 #define EV_FilterItem(i, o) \
185 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
187 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
189 /** return error to request removal */
190 #define EV_TurretSpawn(i, o) \
191 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
193 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
195 /** return error to not attack */
196 #define EV_TurretFire(i, o) \
197 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
199 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
201 /** return error to not attack */
202 #define EV_Turret_CheckFire(i, o) \
203 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
204 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
206 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
208 /** return error to prevent entity spawn, or modify the entity */
209 #define EV_OnEntityPreSpawn(i, o) \
210 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
212 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
214 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
215 #define EV_PlayerPreThink(i, o) \
216 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
218 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
220 /** TODO change this into a general PlayerPostThink hook? */
221 #define EV_GetPressedKeys(i, o) \
222 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
224 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
226 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
227 #define EV_GetCvars(i, o) \
228 /**/ i(float, get_cvars_f) \
229 /**/ i(string, get_cvars_s) \
233 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
235 /** can edit any "just fired" projectile */
236 #define EV_EditProjectile(i, o) \
237 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
238 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
240 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
242 /** called when a monster spawns */
243 #define EV_MonsterSpawn(i, o) \
244 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
246 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
248 /** called when a monster dies */
249 #define EV_MonsterDies(i, o) \
250 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
251 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
252 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
254 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
256 /** called when a monster dies */
257 #define EV_MonsterRemove(i, o) \
258 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
260 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
262 /** called when a monster wants to respawn */
263 #define EV_MonsterRespawn(i, o) \
264 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
266 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
268 /** called when a monster is dropping loot */
269 #define EV_MonsterDropItem(i, o) \
270 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
271 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
272 /**/ o(entity, MUTATOR_ARGV_1_entity) \
273 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
275 .void(entity this) monster_loot;
276 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
279 * called when a monster moves
280 * returning true makes the monster stop
282 #define EV_MonsterMove(i, o) \
283 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
284 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
285 /**/ o(float, MUTATOR_ARGV_1_float) \
286 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
287 /**/ o(float, MUTATOR_ARGV_2_float) \
288 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
290 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
292 /** called when a monster looks for another target */
293 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
296 * called when validating a monster's target
298 #define EV_MonsterValidTarget(i, o) \
299 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
300 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
302 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
304 /** called to change a random monster to a miniboss */
305 #define EV_MonsterCheckBossFlag(i, o) \
306 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
308 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
311 * called when a player tries to spawn a monster
312 * return 1 to prevent spawning
313 * NOTE: requires reason if disallowed
315 #define EV_AllowMobSpawning(i, o) \
316 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
317 /** reason */ o(string, MUTATOR_ARGV_1_string) \
319 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
321 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
322 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
323 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
324 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
325 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
326 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
327 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
328 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
329 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
330 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
331 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
332 /** damage */ i(float, MUTATOR_ARGV_7_float) \
334 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
337 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
338 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
340 #define EV_PlayerDamage_Calculate(i, o) \
341 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
342 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
343 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
344 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
345 /** damage */ i(float, MUTATOR_ARGV_4_float) \
346 /** damage */ o(float, MUTATOR_ARGV_4_float) \
347 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
348 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
349 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
350 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
352 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
355 * Called when a player is damaged
357 #define EV_PlayerDamaged(i, o) \
358 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
359 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
360 /** health */ i(float, MUTATOR_ARGV_2_float) \
361 /** armor */ i(float, MUTATOR_ARGV_3_float) \
362 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
363 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
364 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
366 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
369 * Called by W_DecreaseAmmo
371 #define EV_W_DecreaseAmmo(i, o) \
372 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
373 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
375 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
380 #define EV_W_Reload(i, o) \
381 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
383 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
385 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
386 #define EV_PlayerPowerups(i, o) \
387 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
388 /** old items */ i(int, MUTATOR_ARGV_1_int) \
390 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
393 * called every player think frame
394 * return 1 to disable regen
396 #define EV_PlayerRegen(i, o) \
397 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
398 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
399 /**/ o(float, MUTATOR_ARGV_1_float) \
400 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
401 /**/ o(float, MUTATOR_ARGV_2_float) \
402 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
403 /**/ o(float, MUTATOR_ARGV_3_float) \
404 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
405 /**/ o(float, MUTATOR_ARGV_4_float) \
406 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
407 /**/ o(float, MUTATOR_ARGV_5_float) \
408 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
409 /**/ o(float, MUTATOR_ARGV_6_float) \
410 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
411 /**/ o(float, MUTATOR_ARGV_7_float) \
412 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
413 /**/ o(float, MUTATOR_ARGV_8_float) \
414 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
415 /**/ o(float, MUTATOR_ARGV_9_float) \
416 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
417 /**/ o(float, MUTATOR_ARGV_10_float) \
419 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
422 * called when the use key is pressed
423 * if MUTATOR_RETURNVALUE is 1, don't do anything
424 * return 1 if the use key actually did something
426 #define EV_PlayerUseKey(i, o) \
427 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
429 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
432 * called when a client command is parsed
433 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
434 * NOTE: return true if you handled the command, return false to continue handling
435 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
437 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
439 * if (MUTATOR_RETURNVALUE) // command was already handled?
441 * if (cmd_name == "echocvar" && cmd_argc >= 2)
443 * print(cvar_string(argv(1)), "\n");
446 * if (cmd_name == "echostring" && cmd_argc >= 2)
448 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
454 #define EV_SV_ParseClientCommand(i, o) \
455 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
456 /** command name */ i(string, MUTATOR_ARGV_1_string) \
457 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
458 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
460 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
462 /** please read EV_SV_ParseClientCommand description before using */
463 #define EV_SV_ParseServerCommand(i, o) \
464 /** command name */ i(string, MUTATOR_ARGV_0_string) \
465 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
466 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
468 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
471 * called when a spawnpoint is being evaluated
472 * return 1 to make the spawnpoint unusable
474 #define EV_Spawn_Score(i, o) \
475 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
476 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
477 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
478 /**/ o(vector, MUTATOR_ARGV_2_vector) \
480 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
482 /** runs globally each server frame */
483 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
485 #define EV_SetModname(i, o) \
486 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
487 /**/ i(string, MUTATOR_ARGV_0_string) \
488 /**/ o(string, MUTATOR_ARGV_0_string) \
490 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
493 * called for each item being spawned on a map, including dropped weapons
494 * return 1 to remove an item
496 #define EV_Item_Spawn(i, o) \
497 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
499 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
501 #define EV_SetWeaponreplace(i, o) \
502 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
503 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
504 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
505 /**/ o(string, MUTATOR_ARGV_2_string) \
507 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
509 /** called when an item is about to respawn */
510 #define EV_Item_RespawnCountdown(i, o) \
511 /** item name */ i(string, MUTATOR_ARGV_0_string) \
512 /**/ o(string, MUTATOR_ARGV_0_string) \
513 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
514 /**/ o(vector, MUTATOR_ARGV_1_vector) \
516 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
518 /** called when a bot checks a target to attack */
519 #define EV_BotShouldAttack(i, o) \
520 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
521 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
523 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
526 * called whenever a player goes through a portal gun teleport
527 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
529 #define EV_PortalTeleport(i, o) \
530 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
532 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
535 * called whenever a player uses impulse 33 (help me) in impulse.qc
536 * normally help me ping uses .waypointsprite_attachedforcarrier,
537 * but if your mutator uses something different then you can handle it
538 * in a special manner using this hook
540 #define EV_HelpMePing(i, o) \
541 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
543 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
546 * called when a vehicle initializes
547 * return true to remove the vehicle
549 #define EV_VehicleInit(i, o) \
550 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
552 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
555 * called when a player enters a vehicle
556 * allows mutators to set special settings in this event
558 #define EV_VehicleEnter(i, o) \
559 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
560 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
562 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
565 * called when a player touches a vehicle
566 * return true to stop player from entering the vehicle
568 #define EV_VehicleTouch(i, o) \
569 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
570 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
572 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
575 * called when a player exits a vehicle
576 * allows mutators to set special settings in this event
578 #define EV_VehicleExit(i, o) \
579 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
580 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
582 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
584 /** called when a speedrun is aborted and the player is teleported back to start position */
585 #define EV_AbortSpeedrun(i, o) \
586 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
588 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
590 /** called at when a item is touched. Called early, can edit item properties. */
591 #define EV_ItemTouch(i, o) \
592 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
593 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
594 /**/ o(entity, MUTATOR_ARGV_1_entity) \
596 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
599 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
600 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
601 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
604 /** called at when a player connect */
605 #define EV_ClientConnect(i, o) \
606 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
608 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
610 #define EV_HavocBot_ChooseRole(i, o) \
611 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
613 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
615 /** called when a target is checked for accuracy */
616 #define EV_AccuracyTargetValid(i, o) \
617 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
618 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
620 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
622 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
623 MUT_ACCADD_INVALID, // return this flag to make the function always continue
624 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
627 /** Called when clearing the global parameters for a model */
628 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
630 /** Called when getting the global parameters for a model */
631 #define EV_GetModelParams(i, o) \
632 /** input */ i(string, MUTATOR_ARGV_0_string) \
633 /** command */ i(string, MUTATOR_ARGV_1_string) \
635 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
637 /** called when a bullet has hit a target */
638 #define EV_FireBullet_Hit(i, o) \
639 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
640 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
641 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
642 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
643 /** damage */ i(float, MUTATOR_ARGV_4_float) \
644 /**/ o(float, MUTATOR_ARGV_4_float) \
646 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
648 #define EV_FixPlayermodel(i, o) \
649 /** model */ i(string, MUTATOR_ARGV_0_string) \
650 /**/ o(string, MUTATOR_ARGV_0_string) \
651 /** skin */ i(int, MUTATOR_ARGV_1_int) \
652 /**/ o(int, MUTATOR_ARGV_1_int) \
653 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
655 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
657 /** Return error to play frag remaining announcements */
658 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
660 #define EV_GrappleHookThink(i, o) \
661 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
662 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
663 /**/ o(int, MUTATOR_ARGV_1_int) \
664 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
665 /**/ o(entity, MUTATOR_ARGV_2_entity) \
666 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
667 /**/ o(float, MUTATOR_ARGV_3_float) \
669 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
671 #define EV_BuffModel_Customize(i, o) \
672 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
673 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
675 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
677 /** called at when a buff is touched. Called early, can edit buff properties. */
678 #define EV_BuffTouch(i, o) \
679 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
680 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
681 /**/ o(entity, MUTATOR_ARGV_1_entity) \
683 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
685 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
687 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
689 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
691 #define EV_GetRecords(i, o) \
692 /** page */ i(int, MUTATOR_ARGV_0_int) \
693 /** record list */ i(string, MUTATOR_ARGV_1_string) \
694 /**/ o(string, MUTATOR_ARGV_1_string) \
696 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
698 #define EV_Race_FinalCheckpoint(i, o) \
699 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
701 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
703 /** called when player triggered kill (or is changing teams), return error to not do anything */
704 #define EV_ClientKill(i, o) \
705 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
706 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
707 /**/ o(float, MUTATOR_ARGV_1_float) \
709 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
711 #define EV_FixClientCvars(i, o) \
712 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
714 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
716 #define EV_SpectateSet(i, o) \
717 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
718 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
719 /**/ o(entity, MUTATOR_ARGV_1_entity) \
721 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
723 #define EV_SpectateNext(i, o) \
724 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
725 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
726 /**/ o(entity, MUTATOR_ARGV_1_entity) \
728 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
730 #define EV_SpectatePrev(i, o) \
731 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
732 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
733 /**/ o(entity, MUTATOR_ARGV_1_entity) \
734 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
736 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
739 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
740 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
741 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
744 /** called when player triggered kill (or is changing teams), return error to not do anything */
745 #define EV_Bot_FixCount(i, o) \
746 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
747 /**/ o(int, MUTATOR_ARGV_0_int) \
748 /** real players */ i(int, MUTATOR_ARGV_1_int) \
749 /**/ o(int, MUTATOR_ARGV_1_int) \
751 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
753 #define EV_ClientCommand_Spectate(i, o) \
754 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
756 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
759 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
760 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
761 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
764 #define EV_CheckRules_World(i, o) \
765 /** status */ i(float, MUTATOR_ARGV_0_float) \
766 /**/ o(float, MUTATOR_ARGV_0_float) \
767 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
768 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
770 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
772 #define EV_WantWeapon(i, o) \
773 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
774 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
775 /**/ o(float, MUTATOR_ARGV_1_float) \
776 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
777 /**/ o(bool, MUTATOR_ARGV_2_bool) \
778 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
779 /**/ o(bool, MUTATOR_ARGV_3_bool) \
781 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
783 #define EV_AddPlayerScore(i, o) \
784 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
785 /** score */ i(float, MUTATOR_ARGV_1_float) \
786 /**/ o(float, MUTATOR_ARGV_1_float) \
787 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
789 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
791 #define EV_GetPlayerStatus(i, o) \
792 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
794 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
796 #define EV_SetWeaponArena(i, o) \
797 /** arena */ i(string, MUTATOR_ARGV_0_string) \
798 /**/ o(string, MUTATOR_ARGV_0_string) \
800 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
802 #define EV_DropSpecialItems(i, o) \
803 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
805 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
808 * called when an admin tries to kill all monsters
809 * return 1 to prevent spawning
811 #define EV_AllowMobButcher(i, o) \
812 /** reason */ o(string, MUTATOR_ARGV_0_string) \
814 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
816 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
818 #define EV_SendWaypoint(i, o) \
819 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
820 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
821 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
822 /**/ o(int, MUTATOR_ARGV_2_int) \
823 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
824 /**/ o(int, MUTATOR_ARGV_3_int) \
826 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
828 #define EV_TurretValidateTarget(i, o) \
829 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
830 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
831 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
832 /** target score */ o(float, MUTATOR_ARGV_3_float) \
834 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
836 #define EV_TurretThink(i, o) \
837 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
839 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
841 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
844 #define EV_PrepareExplosionByDamage(i, o) \
845 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
846 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
848 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
850 /** called when a monster model is about to be set, allows custom paths etc. */
851 #define EV_MonsterModel(i, o) \
852 /** model */ i(string, MUTATOR_ARGV_0_string) \
853 /** output */ i(string, MUTATOR_ARGV_1_string) \
854 /**/ o(string, MUTATOR_ARGV_1_string) \
856 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
859 #define EV_Player_ChangeTeam(i, o) \
860 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
861 /** current team */ i(float, MUTATOR_ARGV_1_float) \
862 /** new team */ i(float, MUTATOR_ARGV_2_float) \
864 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
867 #define EV_URI_GetCallback(i, o) \
868 /** id */ i(float, MUTATOR_ARGV_0_float) \
869 /** status */ i(float, MUTATOR_ARGV_1_float) \
870 /** data */ i(string, MUTATOR_ARGV_2_string) \
872 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
875 * return true to prevent weapon use for a player
877 #define EV_ForbidWeaponUse(i, o) \
878 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
880 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
882 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
883 #define EV_CopyBody(i, o) \
884 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
885 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
886 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
888 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);