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) \
125 /**/ i(string, ret_string) \
126 /**/ o(string, ret_string) \
129 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
131 /** copies variables for spectating "other" to "self" */
132 #define EV_SpectateCopy(i, o) \
133 /**/ i(entity, other) \
134 /**/ i(entity, __self) \
136 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
138 /** called when formatting a chat message to replace fancy functions */
139 #define EV_FormatMessage(i, o) \
140 /**/ i(string, format_escape) \
141 /**/ i(string, format_replacement) \
142 /**/ o(string, format_replacement) \
143 /**/ i(string, format_message) \
145 string format_escape;
146 string format_replacement;
147 string format_message;
148 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
150 /** returns true if throwing the current weapon shall not be allowed */
151 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
153 /** returns true if dropping the current weapon shall not be allowed at any time including death */
154 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
156 /** allows changing attack rate */
157 #define EV_WeaponRateFactor(i, o) \
158 /**/ i(float, weapon_rate) \
159 /**/ o(float, weapon_rate) \
162 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
164 /** allows changing weapon speed (projectiles mostly) */
165 #define EV_WeaponSpeedFactor(i, o) \
166 /**/ i(float, ret_float) \
167 /**/ o(float, ret_float) \
169 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
171 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
172 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
174 /** called every frame. customizes the waypoint for spectators */
175 #define EV_CustomizeWaypoint(i, o) \
176 /** waypoint */ i(entity, __self) \
177 /** player; other.enemy = spectator */ i(entity, other) \
179 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
182 * 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)
183 * return error to request removal
185 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
187 /** return error to request removal */
188 #define EV_TurretSpawn(i, o) \
189 /** turret */ i(entity, __self) \
191 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
193 /** return error to not attack */
194 #define EV_TurretFire(i, o) \
195 /** turret */ i(entity, __self) \
197 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
199 /** return error to not attack */
200 #define EV_Turret_CheckFire(i, o) \
201 /**/ i(bool, ret_bool) \
202 /**/ o(bool, ret_bool) \
205 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
207 /** return error to prevent entity spawn, or modify the entity */
208 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
210 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
211 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
213 /** TODO change this into a general PlayerPostThink hook? */
214 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
217 * called before any player physics, may adjust variables for movement,
218 * is run AFTER bot code and idle checking
220 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
222 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
223 #define EV_GetCvars(i, o) \
224 /**/ i(float, get_cvars_f) \
225 /**/ i(string, get_cvars_s) \
229 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
231 /** can edit any "just fired" projectile */
232 #define EV_EditProjectile(i, o) \
233 /**/ i(entity, __self) \
234 /**/ i(entity, other) \
236 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
238 /** called when a monster spawns */
239 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
241 /** called when a monster dies */
242 #define EV_MonsterDies(i, o) \
243 /**/ i(entity, frag_attacker) \
245 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
247 /** called when a monster dies */
248 #define EV_MonsterRemove(i, o) \
249 /**/ i(entity, rem_mon) \
251 entity rem_mon; // avoiding ovewriting self & other
252 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
254 /** called when a monster wants to respawn */
255 #define EV_MonsterRespawn(i, o) \
256 /**/ i(entity, other) \
258 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
260 /** called when a monster is dropping loot */
261 #define EV_MonsterDropItem(i, o) \
262 /**/ i(entity, other) \
263 /**/ o(entity, other) \
265 .void(entity this) monster_loot;
266 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
269 * called when a monster moves
270 * returning true makes the monster stop
272 #define EV_MonsterMove(i, o) \
273 /**/ i(float, monster_speed_run) \
274 /**/ o(float, monster_speed_run) \
275 /**/ i(float, monster_speed_walk) \
276 /**/ o(float, monster_speed_walk) \
277 /**/ i(entity, monster_target) \
279 float monster_speed_run;
280 float monster_speed_walk;
281 entity monster_target;
282 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
284 /** called when a monster looks for another target */
285 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
287 /** called to change a random monster to a miniboss */
288 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
291 * called when a player tries to spawn a monster
292 * return 1 to prevent spawning
294 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
296 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
297 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
298 /**/ i(entity, frag_inflictor) \
299 /**/ i(entity, frag_attacker) \
300 /** same as self */ i(entity, frag_target) \
301 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
302 /**/ i(float, damage_take) \
303 /**/ o(float, damage_take) \
304 /**/ i(float, damage_save) \
305 /**/ o(float, damage_save) \
310 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
313 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
314 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
316 #define EV_PlayerDamage_Calculate(i, o) \
317 /**/ i(entity, frag_inflictor) \
318 /**/ i(entity, frag_attacker) \
319 /**/ i(entity, frag_target) \
320 /**/ i(float, frag_deathtype) \
321 /**/ i(float, frag_damage) \
322 /**/ o(float, frag_damage) \
323 /**/ i(float, frag_mirrordamage) \
324 /**/ o(float, frag_mirrordamage) \
325 /**/ i(vector, frag_force) \
326 /**/ o(vector, frag_force) \
329 float frag_mirrordamage;
331 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
334 * Called when a player is damaged
336 #define EV_PlayerDamaged(i, o) \
337 /** attacker */ i(entity, mutator_argv_entity_0) \
338 /** target */ i(entity, mutator_argv_entity_1) \
339 /** health */ i(int, mutator_argv_int_0) \
340 /** armor */ i(int, mutator_argv_int_1) \
341 /** location */ i(vector, mutator_argv_vector_0) \
342 /** deathtype */ i(int, mutator_argv_int_2) \
344 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
346 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
347 #define EV_PlayerPowerups(i, o) \
348 /**/ i(entity, __self) \
349 /**/ i(int, olditems) \
352 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
355 * called every player think frame
356 * return 1 to disable regen
359 float regen_mod_regen;
361 float regen_mod_limit;
363 float regen_health_linear;
364 float regen_health_rot;
365 float regen_health_rotlinear;
366 float regen_health_stable;
367 float regen_health_rotstable;
368 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
371 * called when the use key is pressed
372 * if MUTATOR_RETURNVALUE is 1, don't do anything
373 * return 1 if the use key actually did something
375 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
378 * called when a client command is parsed
379 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
380 * NOTE: return true if you handled the command, return false to continue handling
381 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
383 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
385 * if (MUTATOR_RETURNVALUE) // command was already handled?
387 * if (cmd_name == "echocvar" && cmd_argc >= 2)
389 * print(cvar_string(argv(1)), "\n");
392 * if (cmd_name == "echostring" && cmd_argc >= 2)
394 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
400 #define EV_SV_ParseClientCommand(i, o) \
401 /** command name */ i(string, cmd_name) \
402 /** also, argv() can be used */ i(int, cmd_argc) \
403 /** whole command, use only if you really have to */ i(string, cmd_string) \
408 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
410 /** please read EV_SV_ParseClientCommand description before using */
411 #define EV_SV_ParseServerCommand(i, o) \
412 /** command name */ i(string, cmd_name) \
413 /** also, argv() can be used */ i(int, cmd_argc) \
414 /** whole command, use only if you really have to */ i(string, cmd_string) \
419 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
422 * called when a spawnpoint is being evaluated
423 * return 1 to make the spawnpoint unusable
425 #define EV_Spawn_Score(i, o) \
426 /** player wanting to spawn */ i(entity, __self) \
427 /** spot to be evaluated */ i(entity, spawn_spot) \
428 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
429 /**/ o(vector, spawn_score) \
432 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
434 /** runs globally each server frame */
435 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
437 #define EV_SetModname(i, o) \
438 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
441 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
444 * called for each item being spawned on a map, including dropped weapons
445 * return 1 to remove an item
447 #define EV_Item_Spawn(i, o) \
448 /** the item */ i(entity, __self) \
450 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
452 #define EV_SetWeaponreplace(i, o) \
453 /** map entity */ i(entity, __self) \
454 /** weapon info */ i(entity, other) \
455 /**/ i(string, ret_string) \
456 /**/ o(string, ret_string) \
458 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
460 /** called when an item is about to respawn */
461 #define EV_Item_RespawnCountdown(i, o) \
462 /**/ i(string, item_name) \
463 /**/ o(string, item_name) \
464 /**/ i(vector, item_color) \
465 /**/ o(vector, item_color) \
469 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
471 /** called when a bot checks a target to attack */
472 #define EV_BotShouldAttack(i, o) \
473 /**/ i(entity, checkentity) \
476 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
479 * called whenever a player goes through a portal gun teleport
480 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
482 #define EV_PortalTeleport(i, o) \
483 /**/ i(entity, __self) \
485 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
488 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
489 * normally help me ping uses self.waypointsprite_attachedforcarrier,
490 * but if your mutator uses something different then you can handle it
491 * in a special manner using this hook
493 #define EV_HelpMePing(i, o) \
494 /** the player who pressed impulse 33 */ i(entity, __self) \
496 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
499 * called when a vehicle initializes
500 * return true to remove the vehicle
502 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
505 * called when a player enters a vehicle
506 * allows mutators to set special settings in this event
508 #define EV_VehicleEnter(i, o) \
509 /** player */ i(entity, vh_player) \
510 /** vehicle */ i(entity, vh_vehicle) \
514 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
517 * called when a player touches a vehicle
518 * return true to stop player from entering the vehicle
520 #define EV_VehicleTouch(i, o) \
521 /** vehicle */ i(entity, __self) \
522 /** player */ i(entity, other) \
524 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
527 * called when a player exits a vehicle
528 * allows mutators to set special settings in this event
530 #define EV_VehicleExit(i, o) \
531 /** player */ i(entity, vh_player) \
532 /** vehicle */ i(entity, vh_vehicle) \
534 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
536 /** called when a speedrun is aborted and the player is teleported back to start position */
537 #define EV_AbortSpeedrun(i, o) \
538 /** player */ i(entity, __self) \
540 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
542 /** called at when a item is touched. Called early, can edit item properties. */
543 #define EV_ItemTouch(i, o) \
544 /** item */ i(entity, __self) \
545 /** player */ i(entity, other) \
547 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
550 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
551 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
552 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
555 /** called at when a player connect */
556 #define EV_ClientConnect(i, o) \
557 /** player */ i(entity, __self) \
559 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
561 #define EV_HavocBot_ChooseRole(i, o) \
562 /**/ i(entity, __self) \
564 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
566 /** called when a target is checked for accuracy */
567 #define EV_AccuracyTargetValid(i, o) \
568 /** attacker */ i(entity, frag_attacker) \
569 /** target */ i(entity, frag_target) \
571 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
573 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
574 MUT_ACCADD_INVALID, // return this flag to make the function always continue
575 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
578 /** Called when clearing the global parameters for a model */
579 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
581 /** Called when getting the global parameters for a model */
582 #define EV_GetModelParams(i, o) \
583 /** entity id */ i(string, checkmodel_input) \
584 /** entity id */ i(string, checkmodel_command) \
586 string checkmodel_input, checkmodel_command;
587 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
589 /** called when a bullet has hit a target */
590 #define EV_FireBullet_Hit(i, o) \
591 /**/ i(entity, __self) \
592 /**/ i(entity, bullet_hit) \
593 /**/ i(vector, bullet_startpos) \
594 /**/ i(vector, bullet_endpos) \
595 /**/ i(float, frag_damage) \
596 /**/ o(float, frag_damage) \
599 //vector bullet_hitloc; // the end pos matches the hit location, apparently
600 vector bullet_startpos;
601 vector bullet_endpos;
603 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
605 #define EV_FixPlayermodel(i, o) \
606 /**/ i(string, ret_string) \
607 /**/ o(string, ret_string) \
608 /**/ i(int, ret_int) \
609 /**/ o(int, ret_int) \
612 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
614 /** Return error to play frag remaining announcements */
615 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
617 #define EV_GrappleHookThink(i, o) \
618 /**/ i(entity, __self) \
619 /**/ i(int, hook_tarzan) \
620 /**/ o(int, hook_tarzan) \
621 /**/ i(entity, hook_pullentity) \
622 /**/ o(entity, hook_pullentity) \
623 /**/ i(float, hook_velmultiplier) \
624 /**/ o(float, hook_velmultiplier) \
627 entity hook_pullentity;
628 float hook_velmultiplier;
629 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
631 #define EV_BuffModel_Customize(i, o) \
632 /**/ i(entity, __self) \
633 /**/ i(entity, buff_player) \
636 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
638 /** called at when a buff is touched. Called early, can edit buff properties. */
639 #define EV_BuffTouch(i, o) \
640 /** item */ i(entity, __self) \
641 /** player */ i(entity, other) \
643 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
645 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
647 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
649 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
651 #define EV_GetRecords(i, o) \
652 /**/ i(int, record_page) \
653 /**/ i(string, ret_string) \
654 /**/ o(string, ret_string) \
657 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
659 #define EV_Race_FinalCheckpoint(i, o) \
660 /**/ i(entity, race_player) \
663 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
665 /** called when player triggered kill (or is changing teams), return error to not do anything */
666 #define EV_ClientKill(i, o) \
667 /** player */ i(entity, __self) \
668 /* kill delay */ i(float, ret_float) \
669 /* kill delay */ o(float, ret_float) \
671 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
673 #define EV_FixClientCvars(i, o) \
674 /**/ i(entity, fix_client) \
677 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
679 #define EV_SpectateSet(i, o) \
680 /**/ i(entity, __self) \
681 /**/ i(entity, spec_player) \
684 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
686 #define EV_SpectateNext(i, o) \
687 /**/ i(entity, __self) \
688 /**/ i(entity, spec_player) \
690 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
692 #define EV_SpectatePrev(i, o) \
693 /**/ i(entity, __self) \
694 /**/ i(entity, spec_player) \
695 /**/ i(entity, spec_first) \
698 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
701 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
702 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
703 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
706 /** called when player triggered kill (or is changing teams), return error to not do anything */
707 #define EV_Bot_FixCount(i, o) \
708 /**/ i(int, bot_activerealplayers) \
709 /**/ o(int, bot_activerealplayers) \
710 /**/ i(int, bot_realplayers) \
711 /**/ o(int, bot_realplayers) \
713 int bot_activerealplayers;
715 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
717 #define EV_ClientCommand_Spectate(i, o) \
718 /**/ i(entity, __self) \
720 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
723 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
724 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
725 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
728 #define EV_CheckRules_World(i, o) \
729 /* status */ i(float, ret_float) \
730 /* status */ o(float, ret_float) \
731 /* time limit */ i(float, checkrules_timelimit) \
732 /* frag limit */ i(int, checkrules_fraglimit) \
734 float checkrules_timelimit;
735 int checkrules_fraglimit;
736 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
738 #define EV_WantWeapon(i, o) \
739 /**/ i(entity, want_weaponinfo) \
740 /**/ i(float, ret_float) \
741 /**/ o(float, ret_float) \
742 /**/ i(bool, want_allguns) \
743 /**/ o(bool, want_allguns) \
744 /**/ i(bool, want_mutatorblocked) \
745 /**/ o(bool, want_mutatorblocked) \
747 entity want_weaponinfo;
749 bool want_mutatorblocked;
750 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
752 #define EV_AddPlayerScore(i, o) \
753 /**/ i(int, score_field) \
754 /**/ i(float, ret_float) \
755 /**/ o(float, ret_float) \
758 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
760 #define EV_GetPlayerStatus(i, o) \
761 /**/ i(entity, set_player) \
762 /**/ i(string, ret_string) \
763 /**/ o(string, ret_string) \
766 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
768 #define EV_SetWeaponArena(i, o) \
769 /**/ i(string, ret_string) \
770 /**/ o(string, ret_string) \
772 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
774 #define EV_DropSpecialItems(i, o) \
775 /**/ i(entity, frag_target) \
777 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
780 * called when an admin tries to kill all monsters
781 * return 1 to prevent spawning
783 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
785 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
787 #define EV_SendWaypoint(i, o) \
788 /**/ i(entity, __self) \
789 /**/ i(entity, wp_sendto) \
790 /**/ i(int, wp_sendflags) \
791 /**/ o(int, wp_sendflags) \
792 /**/ i(int, wp_flag) \
793 /**/ o(int, wp_flag) \
798 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
800 #define EV_TurretValidateTarget(i, o) \
801 /**/ i(entity, turret_this) \
802 /**/ i(entity, turret_target) \
803 /**/ i(int, turret_vflags) \
806 entity turret_target;
808 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
810 #define EV_TurretThink(i, o) \
811 /**/ i(entity, __self) \
813 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);