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 1 if throwing the current weapon shall not be allowed */
151 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
153 /** allows changing attack rate */
154 #define EV_WeaponRateFactor(i, o) \
155 /**/ i(float, weapon_rate) \
156 /**/ o(float, weapon_rate) \
159 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
161 /** allows changing weapon speed (projectiles mostly) */
162 #define EV_WeaponSpeedFactor(i, o) \
163 /**/ i(float, ret_float) \
164 /**/ o(float, ret_float) \
166 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
168 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
169 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
171 /** called every frame. customizes the waypoint for spectators */
172 #define EV_CustomizeWaypoint(i, o) \
173 /** waypoint */ i(entity, __self) \
174 /** player; other.enemy = spectator */ i(entity, other) \
176 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
179 * 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)
180 * return error to request removal
182 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
184 /** return error to request removal */
185 #define EV_TurretSpawn(i, o) \
186 /** turret */ i(entity, __self) \
188 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
190 /** return error to not attack */
191 #define EV_TurretFire(i, o) \
192 /** turret */ i(entity, __self) \
194 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
196 /** return error to not attack */
197 #define EV_Turret_CheckFire(i, o) \
198 /**/ i(bool, ret_bool) \
199 /**/ o(bool, ret_bool) \
202 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
204 /** return error to prevent entity spawn, or modify the entity */
205 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
207 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
208 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
210 /** TODO change this into a general PlayerPostThink hook? */
211 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
214 * called before any player physics, may adjust variables for movement,
215 * is run AFTER bot code and idle checking
217 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
219 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
220 #define EV_GetCvars(i, o) \
221 /**/ i(float, get_cvars_f) \
222 /**/ i(string, get_cvars_s) \
226 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
228 /** can edit any "just fired" projectile */
229 #define EV_EditProjectile(i, o) \
230 /**/ i(entity, __self) \
231 /**/ i(entity, other) \
233 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
235 /** called when a monster spawns */
236 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
238 /** called when a monster dies */
239 #define EV_MonsterDies(i, o) \
240 /**/ i(entity, frag_attacker) \
242 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
244 /** called when a monster dies */
245 #define EV_MonsterRemove(i, o) \
246 /**/ i(entity, rem_mon) \
248 entity rem_mon; // avoiding ovewriting self & other
249 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
251 /** called when a monster wants to respawn */
252 #define EV_MonsterRespawn(i, o) \
253 /**/ i(entity, other) \
255 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
257 /** called when a monster is dropping loot */
258 #define EV_MonsterDropItem(i, o) \
259 /**/ i(entity, other) \
260 /**/ o(entity, other) \
262 .void(entity this) monster_loot;
263 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
266 * called when a monster moves
267 * returning true makes the monster stop
269 #define EV_MonsterMove(i, o) \
270 /**/ i(float, monster_speed_run) \
271 /**/ o(float, monster_speed_run) \
272 /**/ i(float, monster_speed_walk) \
273 /**/ o(float, monster_speed_walk) \
274 /**/ i(entity, monster_target) \
276 float monster_speed_run;
277 float monster_speed_walk;
278 entity monster_target;
279 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
281 /** called when a monster looks for another target */
282 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
284 /** called to change a random monster to a miniboss */
285 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
288 * called when a player tries to spawn a monster
289 * return 1 to prevent spawning
291 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
293 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
294 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
295 /**/ i(entity, frag_inflictor) \
296 /**/ i(entity, frag_attacker) \
297 /** same as self */ i(entity, frag_target) \
298 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
299 /**/ i(float, damage_take) \
300 /**/ o(float, damage_take) \
301 /**/ i(float, damage_save) \
302 /**/ o(float, damage_save) \
307 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
310 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
311 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
313 #define EV_PlayerDamage_Calculate(i, o) \
314 /**/ i(entity, frag_inflictor) \
315 /**/ i(entity, frag_attacker) \
316 /**/ i(entity, frag_target) \
317 /**/ i(float, frag_deathtype) \
318 /**/ i(float, frag_damage) \
319 /**/ o(float, frag_damage) \
320 /**/ i(float, frag_mirrordamage) \
321 /**/ o(float, frag_mirrordamage) \
322 /**/ i(vector, frag_force) \
323 /**/ o(vector, frag_force) \
326 float frag_mirrordamage;
328 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
331 * Called when a player is damaged
333 #define EV_PlayerDamaged(i, o) \
334 /** attacker */ i(entity, mutator_argv_entity_0) \
335 /** target */ i(entity, mutator_argv_entity_1) \
336 /** health */ i(int, mutator_argv_int_0) \
337 /** armor */ i(int, mutator_argv_int_1) \
338 /** location */ i(vector, mutator_argv_vector_0) \
340 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
342 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
343 #define EV_PlayerPowerups(i, o) \
344 /**/ i(entity, __self) \
345 /**/ i(int, olditems) \
348 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
351 * called every player think frame
352 * return 1 to disable regen
355 float regen_mod_regen;
357 float regen_mod_limit;
359 float regen_health_linear;
360 float regen_health_rot;
361 float regen_health_rotlinear;
362 float regen_health_stable;
363 float regen_health_rotstable;
364 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
367 * called when the use key is pressed
368 * if MUTATOR_RETURNVALUE is 1, don't do anything
369 * return 1 if the use key actually did something
371 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
374 * called when a client command is parsed
375 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
376 * NOTE: return true if you handled the command, return false to continue handling
377 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
379 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
381 * if (MUTATOR_RETURNVALUE) // command was already handled?
383 * if (cmd_name == "echocvar" && cmd_argc >= 2)
385 * print(cvar_string(argv(1)), "\n");
388 * if (cmd_name == "echostring" && cmd_argc >= 2)
390 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
396 #define EV_SV_ParseClientCommand(i, o) \
397 /** command name */ i(string, cmd_name) \
398 /** also, argv() can be used */ i(int, cmd_argc) \
399 /** whole command, use only if you really have to */ i(string, cmd_string) \
404 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
406 /** please read EV_SV_ParseClientCommand description before using */
407 #define EV_SV_ParseServerCommand(i, o) \
408 /** command name */ i(string, cmd_name) \
409 /** also, argv() can be used */ i(int, cmd_argc) \
410 /** whole command, use only if you really have to */ i(string, cmd_string) \
415 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
418 * called when a spawnpoint is being evaluated
419 * return 1 to make the spawnpoint unusable
421 #define EV_Spawn_Score(i, o) \
422 /** player wanting to spawn */ i(entity, __self) \
423 /** spot to be evaluated */ i(entity, spawn_spot) \
424 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
425 /**/ o(vector, spawn_score) \
428 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
430 /** runs globally each server frame */
431 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
433 #define EV_SetModname(i, o) \
434 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
437 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
440 * called for each item being spawned on a map, including dropped weapons
441 * return 1 to remove an item
443 #define EV_Item_Spawn(i, o) \
444 /** the item */ i(entity, __self) \
446 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
448 #define EV_SetWeaponreplace(i, o) \
449 /** map entity */ i(entity, __self) \
450 /** weapon info */ i(entity, other) \
451 /**/ i(string, ret_string) \
452 /**/ o(string, ret_string) \
454 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
456 /** called when an item is about to respawn */
457 #define EV_Item_RespawnCountdown(i, o) \
458 /**/ i(string, item_name) \
459 /**/ o(string, item_name) \
460 /**/ i(vector, item_color) \
461 /**/ o(vector, item_color) \
465 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
467 /** called when a bot checks a target to attack */
468 #define EV_BotShouldAttack(i, o) \
469 /**/ i(entity, checkentity) \
472 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
475 * called whenever a player goes through a portal gun teleport
476 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
478 #define EV_PortalTeleport(i, o) \
479 /**/ i(entity, __self) \
481 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
484 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
485 * normally help me ping uses self.waypointsprite_attachedforcarrier,
486 * but if your mutator uses something different then you can handle it
487 * in a special manner using this hook
489 #define EV_HelpMePing(i, o) \
490 /** the player who pressed impulse 33 */ i(entity, __self) \
492 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
495 * called when a vehicle initializes
496 * return true to remove the vehicle
498 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
501 * called when a player enters a vehicle
502 * allows mutators to set special settings in this event
504 #define EV_VehicleEnter(i, o) \
505 /** player */ i(entity, vh_player) \
506 /** vehicle */ i(entity, vh_vehicle) \
510 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
513 * called when a player touches a vehicle
514 * return true to stop player from entering the vehicle
516 #define EV_VehicleTouch(i, o) \
517 /** vehicle */ i(entity, __self) \
518 /** player */ i(entity, other) \
520 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
523 * called when a player exits a vehicle
524 * allows mutators to set special settings in this event
526 #define EV_VehicleExit(i, o) \
527 /** player */ i(entity, vh_player) \
528 /** vehicle */ i(entity, vh_vehicle) \
530 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
532 /** called when a speedrun is aborted and the player is teleported back to start position */
533 #define EV_AbortSpeedrun(i, o) \
534 /** player */ i(entity, __self) \
536 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
538 /** called at when a item is touched. Called early, can edit item properties. */
539 #define EV_ItemTouch(i, o) \
540 /** item */ i(entity, __self) \
541 /** player */ i(entity, other) \
543 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
546 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
547 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
548 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
551 /** called at when a player connect */
552 #define EV_ClientConnect(i, o) \
553 /** player */ i(entity, __self) \
555 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
557 #define EV_HavocBot_ChooseRole(i, o) \
558 /**/ i(entity, __self) \
560 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
562 /** called when a target is checked for accuracy */
563 #define EV_AccuracyTargetValid(i, o) \
564 /** attacker */ i(entity, frag_attacker) \
565 /** target */ i(entity, frag_target) \
567 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
569 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
570 MUT_ACCADD_INVALID, // return this flag to make the function always continue
571 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
574 /** Called when clearing the global parameters for a model */
575 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
577 /** Called when getting the global parameters for a model */
578 #define EV_GetModelParams(i, o) \
579 /** entity id */ i(string, checkmodel_input) \
580 /** entity id */ i(string, checkmodel_command) \
582 string checkmodel_input, checkmodel_command;
583 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
585 /** called when a bullet has hit a target */
586 #define EV_FireBullet_Hit(i, o) \
587 /**/ i(entity, __self) \
588 /**/ i(entity, bullet_hit) \
589 /**/ i(vector, bullet_startpos) \
590 /**/ i(vector, bullet_endpos) \
591 /**/ i(float, frag_damage) \
592 /**/ o(float, frag_damage) \
595 //vector bullet_hitloc; // the end pos matches the hit location, apparently
596 vector bullet_startpos;
597 vector bullet_endpos;
599 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
601 #define EV_FixPlayermodel(i, o) \
602 /**/ i(string, ret_string) \
603 /**/ o(string, ret_string) \
604 /**/ i(int, ret_int) \
605 /**/ o(int, ret_int) \
608 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
610 /** Return error to play frag remaining announcements */
611 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
613 #define EV_GrappleHookThink(i, o) \
614 /**/ i(entity, __self) \
615 /**/ i(int, hook_tarzan) \
616 /**/ o(int, hook_tarzan) \
617 /**/ i(entity, hook_pullentity) \
618 /**/ o(entity, hook_pullentity) \
619 /**/ i(float, hook_velmultiplier) \
620 /**/ o(float, hook_velmultiplier) \
623 entity hook_pullentity;
624 float hook_velmultiplier;
625 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
627 #define EV_BuffModel_Customize(i, o) \
628 /**/ i(entity, __self) \
629 /**/ i(entity, buff_player) \
632 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
634 /** called at when a buff is touched. Called early, can edit buff properties. */
635 #define EV_BuffTouch(i, o) \
636 /** item */ i(entity, __self) \
637 /** player */ i(entity, other) \
639 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
641 #define EV_GetRecords(i, o) \
642 /**/ i(int, record_page) \
643 /**/ i(string, ret_string) \
644 /**/ o(string, ret_string) \
647 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
649 #define EV_Race_FinalCheckpoint(i, o) \
650 /**/ i(entity, race_player) \
653 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
655 /** called when player triggered kill (or is changing teams), return error to not do anything */
656 #define EV_ClientKill(i, o) \
657 /** player */ i(entity, __self) \
658 /* kill delay */ i(float, ret_float) \
659 /* kill delay */ o(float, ret_float) \
661 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
663 #define EV_FixClientCvars(i, o) \
664 /**/ i(entity, fix_client) \
667 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
669 #define EV_SpectateSet(i, o) \
670 /**/ i(entity, __self) \
671 /**/ i(entity, spec_player) \
674 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
676 #define EV_SpectateNext(i, o) \
677 /**/ i(entity, __self) \
678 /**/ i(entity, spec_player) \
680 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
682 #define EV_SpectatePrev(i, o) \
683 /**/ i(entity, __self) \
684 /**/ i(entity, spec_player) \
685 /**/ i(entity, spec_first) \
688 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
691 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
692 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
693 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
696 /** called when player triggered kill (or is changing teams), return error to not do anything */
697 #define EV_Bot_FixCount(i, o) \
698 /**/ i(int, bot_activerealplayers) \
699 /**/ o(int, bot_activerealplayers) \
700 /**/ i(int, bot_realplayers) \
701 /**/ o(int, bot_realplayers) \
703 int bot_activerealplayers;
705 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
707 #define EV_ClientCommand_Spectate(i, o) \
708 /**/ i(entity, __self) \
710 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
713 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
714 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
715 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
718 #define EV_CheckRules_World(i, o) \
719 /* status */ i(float, ret_float) \
720 /* status */ o(float, ret_float) \
721 /* time limit */ i(float, checkrules_timelimit) \
722 /* frag limit */ i(int, checkrules_fraglimit) \
724 float checkrules_timelimit;
725 int checkrules_fraglimit;
726 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
728 #define EV_WantWeapon(i, o) \
729 /**/ i(entity, want_weaponinfo) \
730 /**/ i(float, ret_float) \
731 /**/ o(float, ret_float) \
732 /**/ i(bool, want_allguns) \
733 /**/ o(bool, want_allguns) \
734 /**/ i(bool, want_mutatorblocked) \
735 /**/ o(bool, want_mutatorblocked) \
737 entity want_weaponinfo;
739 bool want_mutatorblocked;
740 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
742 #define EV_AddPlayerScore(i, o) \
743 /**/ i(int, score_field) \
744 /**/ i(float, ret_float) \
745 /**/ o(float, ret_float) \
748 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
750 #define EV_GetPlayerStatus(i, o) \
751 /**/ i(entity, set_player) \
752 /**/ i(string, ret_string) \
753 /**/ o(string, ret_string) \
756 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
758 #define EV_SetWeaponArena(i, o) \
759 /**/ i(string, ret_string) \
760 /**/ o(string, ret_string) \
762 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
764 #define EV_DropSpecialItems(i, o) \
765 /**/ i(entity, frag_target) \
767 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
770 * called when an admin tries to kill all monsters
771 * return 1 to prevent spawning
773 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
775 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);