1 #ifndef SERVER_MUTATORS_EVENTS_H
2 #define SERVER_MUTATORS_EVENTS_H
4 #include "../../common/mutators/base.qh"
6 // register all possible hooks here
8 /** called when a player becomes observer, after shared setup */
9 #define EV_MakePlayerObserver(i, o) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, __self) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
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) \
24 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
26 /** called in reset_map */
27 #define EV_reset_map_global(i, o) \
29 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
31 /** called in reset_map */
32 #define EV_reset_map_players(i, o) \
34 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
36 /** returns 1 if clearing player score shall not be allowed */
37 #define EV_ForbidPlayerScore_Clear(i, o) \
39 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
41 /** called when a player disconnects */
42 #define EV_ClientDisconnect(i, o) \
44 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
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) \
53 entity frag_inflictor;
57 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
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) \
64 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
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) \
73 string weapon_sound_output;
74 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
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) \
83 string weapon_model_output;
84 MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
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) \
93 string item_model_output;
94 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
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) \
103 float player_multijump;
104 float player_jumpheight;
105 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
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) \
116 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
118 /** called when the match ends */
119 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
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) \
127 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
129 /** copies variables for spectating "other" to "self" */
130 #define EV_SpectateCopy(i, o) \
131 /**/ i(entity, other) \
132 /**/ i(entity, __self) \
134 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
136 /** called when formatting a chat message to replace fancy functions */
137 #define EV_FormatMessage(i, o) \
138 /**/ i(string, format_escape) \
139 /**/ i(string, format_replacement) \
140 /**/ o(string, format_replacement) \
141 /**/ i(string, format_message) \
143 string format_escape;
144 string format_replacement;
145 string format_message;
146 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
148 /** returns 1 if throwing the current weapon shall not be allowed */
149 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
151 /** allows changing attack rate */
152 #define EV_WeaponRateFactor(i, o) \
153 /**/ i(float, weapon_rate) \
154 /**/ o(float, weapon_rate) \
157 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
159 /** allows changing weapon speed (projectiles mostly) */
160 #define EV_WeaponSpeedFactor(i, o) \
161 /**/ i(float, ret_float) \
162 /**/ o(float, ret_float) \
164 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
166 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
167 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
169 /** called every frame. customizes the waypoint for spectators */
170 #define EV_CustomizeWaypoint(i, o) \
171 /** waypoint */ i(entity, __self) \
172 /** player; other.enemy = spectator */ i(entity, other) \
174 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
177 * 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)
178 * return error to request removal
180 #define EV_FilterItem(i, o) \
181 /** the current item */ i(entity, __self) \
183 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
185 /** return error to request removal */
186 #define EV_TurretSpawn(i, o) \
187 /** turret */ i(entity, __self) \
189 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
191 /** return error to not attack */
192 #define EV_TurretFire(i, o) \
193 /** turret */ i(entity, __self) \
195 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
197 /** return error to not attack */
198 #define EV_Turret_CheckFire(i, o) \
199 /**/ i(bool, ret_bool) \
200 /**/ o(bool, ret_bool) \
203 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
205 /** return error to prevent entity spawn, or modify the entity */
206 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
208 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
209 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
211 /** TODO change this into a general PlayerPostThink hook? */
212 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
215 * called before any player physics, may adjust variables for movement,
216 * is run AFTER bot code and idle checking
218 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
220 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
221 #define EV_GetCvars(i, o) \
222 /**/ i(float, get_cvars_f) \
223 /**/ i(string, get_cvars_s) \
227 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
229 /** can edit any "just fired" projectile */
230 #define EV_EditProjectile(i, o) \
231 /**/ i(entity, __self) \
232 /**/ i(entity, other) \
234 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
236 /** called when a monster spawns */
237 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
239 /** called when a monster dies */
240 #define EV_MonsterDies(i, o) \
241 /**/ i(entity, frag_attacker) \
243 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
245 /** called when a monster dies */
246 #define EV_MonsterRemove(i, o) \
247 /**/ i(entity, rem_mon) \
249 entity rem_mon; // avoiding ovewriting self & other
250 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
252 /** called when a monster wants to respawn */
253 #define EV_MonsterRespawn(i, o) \
254 /**/ i(entity, other) \
256 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
258 /** called when a monster is dropping loot */
259 #define EV_MonsterDropItem(i, o) \
260 /**/ i(entity, other) \
261 /**/ o(entity, other) \
263 .void(entity this) monster_loot;
264 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
267 * called when a monster moves
268 * returning true makes the monster stop
270 #define EV_MonsterMove(i, o) \
271 /**/ i(float, monster_speed_run) \
272 /**/ o(float, monster_speed_run) \
273 /**/ i(float, monster_speed_walk) \
274 /**/ o(float, monster_speed_walk) \
275 /**/ i(entity, monster_target) \
277 float monster_speed_run;
278 float monster_speed_walk;
279 entity monster_target;
280 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
282 /** called when a monster looks for another target */
283 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
285 /** called to change a random monster to a miniboss */
286 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
289 * called when a player tries to spawn a monster
290 * return 1 to prevent spawning
292 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
294 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
295 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
296 /**/ i(entity, frag_inflictor) \
297 /**/ i(entity, frag_attacker) \
298 /** same as self */ i(entity, frag_target) \
299 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
300 /**/ i(float, damage_take) \
301 /**/ o(float, damage_take) \
302 /**/ i(float, damage_save) \
303 /**/ o(float, damage_save) \
308 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
311 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
312 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
314 #define EV_PlayerDamage_Calculate(i, o) \
315 /**/ i(entity, frag_inflictor) \
316 /**/ i(entity, frag_attacker) \
317 /**/ i(entity, frag_target) \
318 /**/ i(float, frag_deathtype) \
319 /**/ i(float, frag_damage) \
320 /**/ o(float, frag_damage) \
321 /**/ i(float, frag_mirrordamage) \
322 /**/ o(float, frag_mirrordamage) \
323 /**/ i(vector, frag_force) \
324 /**/ o(vector, frag_force) \
327 float frag_mirrordamage;
329 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
332 * Called when a player is damaged
334 #define EV_PlayerDamaged(i, o) \
335 /** attacker */ i(entity, mutator_argv_entity_0) \
336 /** target */ i(entity, mutator_argv_entity_1) \
337 /** health */ i(int, mutator_argv_int_0) \
338 /** armor */ i(int, mutator_argv_int_1) \
339 /** location */ i(vector, mutator_argv_vector_0) \
341 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
343 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
344 #define EV_PlayerPowerups(i, o) \
345 /**/ i(entity, __self) \
346 /**/ i(int, olditems) \
349 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
352 * called every player think frame
353 * return 1 to disable regen
356 float regen_mod_regen;
358 float regen_mod_limit;
360 float regen_health_linear;
361 float regen_health_rot;
362 float regen_health_rotlinear;
363 float regen_health_stable;
364 float regen_health_rotstable;
365 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
368 * called when the use key is pressed
369 * if MUTATOR_RETURNVALUE is 1, don't do anything
370 * return 1 if the use key actually did something
372 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
375 * called when a client command is parsed
376 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
377 * NOTE: return true if you handled the command, return false to continue handling
378 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
380 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
382 * if (MUTATOR_RETURNVALUE) // command was already handled?
384 * if (cmd_name == "echocvar" && cmd_argc >= 2)
386 * print(cvar_string(argv(1)), "\n");
389 * if (cmd_name == "echostring" && cmd_argc >= 2)
391 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
397 #define EV_SV_ParseClientCommand(i, o) \
398 /** command name */ i(string, cmd_name) \
399 /** also, argv() can be used */ i(int, cmd_argc) \
400 /** whole command, use only if you really have to */ i(string, cmd_string) \
405 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
407 /** please read EV_SV_ParseClientCommand description before using */
408 #define EV_SV_ParseServerCommand(i, o) \
409 /** command name */ i(string, cmd_name) \
410 /** also, argv() can be used */ i(int, cmd_argc) \
411 /** whole command, use only if you really have to */ i(string, cmd_string) \
416 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
419 * called when a spawnpoint is being evaluated
420 * return 1 to make the spawnpoint unusable
422 #define EV_Spawn_Score(i, o) \
423 /** player wanting to spawn */ i(entity, __self) \
424 /** spot to be evaluated */ i(entity, spawn_spot) \
425 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
426 /**/ o(vector, spawn_score) \
429 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
431 /** runs globally each server frame */
432 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
434 #define EV_SetModname(i, o) \
435 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
438 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
441 * called for each item being spawned on a map, including dropped weapons
442 * return 1 to remove an item
444 #define EV_Item_Spawn(i, o) \
445 /** the item */ i(entity, __self) \
447 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
449 #define EV_SetWeaponreplace(i, o) \
450 /** map entity */ i(entity, __self) \
451 /** weapon info */ i(entity, other) \
452 /**/ i(string, ret_string) \
453 /**/ o(string, ret_string) \
455 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
457 /** called when an item is about to respawn */
458 #define EV_Item_RespawnCountdown(i, o) \
459 /**/ i(string, item_name) \
460 /**/ o(string, item_name) \
461 /**/ i(vector, item_color) \
462 /**/ o(vector, item_color) \
466 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
468 /** called when a bot checks a target to attack */
469 #define EV_BotShouldAttack(i, o) \
470 /**/ i(entity, checkentity) \
473 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
476 * called whenever a player goes through a portal gun teleport
477 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
479 #define EV_PortalTeleport(i, o) \
480 /**/ i(entity, __self) \
482 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
485 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
486 * normally help me ping uses self.waypointsprite_attachedforcarrier,
487 * but if your mutator uses something different then you can handle it
488 * in a special manner using this hook
490 #define EV_HelpMePing(i, o) \
491 /** the player who pressed impulse 33 */ i(entity, __self) \
493 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
496 * called when a vehicle initializes
497 * return true to remove the vehicle
499 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
502 * called when a player enters a vehicle
503 * allows mutators to set special settings in this event
505 #define EV_VehicleEnter(i, o) \
506 /** player */ i(entity, vh_player) \
507 /** vehicle */ i(entity, vh_vehicle) \
511 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
514 * called when a player touches a vehicle
515 * return true to stop player from entering the vehicle
517 #define EV_VehicleTouch(i, o) \
518 /** vehicle */ i(entity, __self) \
519 /** player */ i(entity, other) \
521 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
524 * called when a player exits a vehicle
525 * allows mutators to set special settings in this event
527 #define EV_VehicleExit(i, o) \
528 /** player */ i(entity, vh_player) \
529 /** vehicle */ i(entity, vh_vehicle) \
531 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
533 /** called when a speedrun is aborted and the player is teleported back to start position */
534 #define EV_AbortSpeedrun(i, o) \
535 /** player */ i(entity, __self) \
537 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
539 /** called at when a item is touched. Called early, can edit item properties. */
540 #define EV_ItemTouch(i, o) \
541 /** item */ i(entity, __self) \
542 /** player */ i(entity, other) \
544 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
547 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
548 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
549 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
552 /** called at when a player connect */
553 #define EV_ClientConnect(i, o) \
554 /** player */ i(entity, __self) \
556 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
558 #define EV_HavocBot_ChooseRole(i, o) \
559 /**/ i(entity, __self) \
561 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
563 /** called when a target is checked for accuracy */
564 #define EV_AccuracyTargetValid(i, o) \
565 /** attacker */ i(entity, frag_attacker) \
566 /** target */ i(entity, frag_target) \
568 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
570 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
571 MUT_ACCADD_INVALID, // return this flag to make the function always continue
572 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
575 /** Called when clearing the global parameters for a model */
576 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
578 /** Called when getting the global parameters for a model */
579 #define EV_GetModelParams(i, o) \
580 /** entity id */ i(string, checkmodel_input) \
581 /** entity id */ i(string, checkmodel_command) \
583 string checkmodel_input, checkmodel_command;
584 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
586 /** called when a bullet has hit a target */
587 #define EV_FireBullet_Hit(i, o) \
588 /**/ i(entity, __self) \
589 /**/ i(entity, bullet_hit) \
590 /**/ i(vector, bullet_startpos) \
591 /**/ i(vector, bullet_endpos) \
592 /**/ i(float, frag_damage) \
593 /**/ o(float, frag_damage) \
596 //vector bullet_hitloc; // the end pos matches the hit location, apparently
597 vector bullet_startpos;
598 vector bullet_endpos;
600 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
602 #define EV_FixPlayermodel(i, o) \
603 /**/ i(string, ret_string) \
604 /**/ o(string, ret_string) \
605 /**/ i(int, ret_int) \
606 /**/ o(int, ret_int) \
609 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
611 /** Return error to play frag remaining announcements */
612 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
614 #define EV_GrappleHookThink(i, o) \
615 /**/ i(entity, __self) \
616 /**/ i(int, hook_tarzan) \
617 /**/ o(int, hook_tarzan) \
618 /**/ i(entity, hook_pullentity) \
619 /**/ o(entity, hook_pullentity) \
620 /**/ i(float, hook_velmultiplier) \
621 /**/ o(float, hook_velmultiplier) \
624 entity hook_pullentity;
625 float hook_velmultiplier;
626 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
628 #define EV_BuffModel_Customize(i, o) \
629 /**/ i(entity, __self) \
630 /**/ i(entity, buff_player) \
633 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
635 /** called at when a buff is touched. Called early, can edit buff properties. */
636 #define EV_BuffTouch(i, o) \
637 /** item */ i(entity, __self) \
638 /** player */ i(entity, other) \
640 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);