/** */
#define EV_PutClientInServer(i, o) \
- /** client wanting to spawn */ i(entity, self) \
+ /** client wanting to spawn */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
int frag_deathtype;
MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
+/** called when a player dies to e.g. remove stuff he was carrying */
+#define EV_PlayHitsound(i, o) \
+ /**/ i(entity, frag_victim) \
+ /**/
+entity frag_victim;
+MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
+
+/** called when a weapon sound is about to be played, allows custom paths etc. */
+#define EV_WeaponSound(i, o) \
+ /**/ i(string, weapon_sound) \
+ /**/ i(string, weapon_sound_output) \
+ /**/ o(string, weapon_sound_output) \
+ /**/
+string weapon_sound;
+string weapon_sound_output;
+MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
+
+/** called when a weapon model is about to be set, allows custom paths etc. */
+#define EV_WeaponModel(i, o) \
+ /**/ i(string, weapon_model) \
+ /**/ i(string, weapon_model_output) \
+ /**/ o(string, weapon_model_output) \
+ /**/
+string weapon_model;
+string weapon_model_output;
+MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
+
+/** called when an item model is about to be set, allows custom paths etc. */
+#define EV_ItemModel(i, o) \
+ /**/ i(string, item_model) \
+ /**/ i(string, item_model_output) \
+ /**/ o(string, item_model_output) \
+ /**/
+string item_model;
+string item_model_output;
+MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
+
/** called when a player presses the jump key */
#define EV_PlayerJump(i, o) \
/**/ i(float, player_multijump) \
/** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
#define EV_GiveFragsForKill(i, o) \
+ /**/ i(entity, __self) \
/** same as self */ i(entity, frag_attacker) \
/**/ i(entity, frag_target) \
/**/ i(float, frag_score) \
#define EV_GetTeamCount(i, o) \
/**/ i(float, ret_float) \
/**/ o(float, ret_float) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
/**/
float ret_float;
MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
/** copies variables for spectating "other" to "self" */
#define EV_SpectateCopy(i, o) \
/**/ i(entity, other) \
- /**/ i(entity, self) \
+ /**/ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
+/** called when formatting a chat message to replace fancy functions */
+#define EV_FormatMessage(i, o) \
+ /**/ i(string, format_escape) \
+ /**/ i(string, format_replacement) \
+ /**/ o(string, format_replacement) \
+ /**/ i(string, format_message) \
+ /**/
+string format_escape;
+string format_replacement;
+string format_message;
+MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
+
/** returns 1 if throwing the current weapon shall not be allowed */
MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
/** called every frame. customizes the waypoint for spectators */
#define EV_CustomizeWaypoint(i, o) \
- /** waypoint */ i(entity, self) \
+ /** waypoint */ i(entity, __self) \
/** player; other.enemy = spectator */ i(entity, other) \
/**/
MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
/** return error to request removal */
#define EV_TurretSpawn(i, o) \
- /** turret */ i(entity, self) \
+ /** turret */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
+/** return error to not attack */
+#define EV_TurretFire(i, o) \
+ /** turret */ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
+
+/** return error to not attack */
+#define EV_Turret_CheckFire(i, o) \
+ /**/ i(bool, ret_bool) \
+ /**/ o(bool, ret_bool) \
+ /**/
+bool ret_bool;
+MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
+
/** return error to prevent entity spawn, or modify the entity */
MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
/** can edit any "just fired" projectile */
#define EV_EditProjectile(i, o) \
- /**/ i(entity, self) \
+ /**/ i(entity, __self) \
/**/ i(entity, other) \
/**/
MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
/**/
MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
+/** called when a monster dies */
+#define EV_MonsterRemove(i, o) \
+ /**/ i(entity, rem_mon) \
+ /**/
+entity rem_mon; // avoiding ovewriting self & other
+MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
+
/** called when a monster wants to respawn */
#define EV_MonsterRespawn(i, o) \
/**/ i(entity, other) \
/**/ i(entity, other) \
/**/ o(entity, other) \
/**/
-.void() monster_loot;
+.void(entity this) monster_loot;
MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
/**
* i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
*/
#define EV_PlayerDamage_Calculate(i, o) \
+ /**/ i(entity, frag_inflictor) \
/**/ i(entity, frag_attacker) \
/**/ i(entity, frag_target) \
/**/ i(float, frag_deathtype) \
vector frag_force;
MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
+/**
+ * Called when a player is damaged
+ */
+#define EV_PlayerDamaged(i, o) \
+ /** attacker */ i(entity, mutator_argv_entity_0) \
+ /** target */ i(entity, mutator_argv_entity_1) \
+ /** health */ i(int, mutator_argv_int_0) \
+ /** armor */ i(int, mutator_argv_int_1) \
+ /** location */ i(vector, mutator_argv_vector_0) \
+ /**/
+MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
+
/** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
#define EV_PlayerPowerups(i, o) \
- /**/ i(entity, self) \
+ /**/ i(entity, __self) \
/**/ i(int, olditems) \
/**/
int olditems;
* called every player think frame
* return 1 to disable regen
*/
-#define EV_PlayerRegen(i, o) \
- /**/ i(float, regen_mod_max) \
- /**/ o(float, regen_mod_max) \
- /**/ i(float, regen_mod_regen) \
- /**/ o(float, regen_mod_regen) \
- /**/ i(float, regen_mod_rot) \
- /**/ o(float, regen_mod_rot) \
- /**/ i(float, regen_mod_limit) \
- /**/ o(float, regen_mod_limit) \
- /**/
float regen_mod_max;
float regen_mod_regen;
float regen_mod_rot;
float regen_mod_limit;
-MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
+float regen_health;
+float regen_health_linear;
+float regen_health_rot;
+float regen_health_rotlinear;
+float regen_health_stable;
+float regen_health_rotstable;
+MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
/**
* called when the use key is pressed
/**
* called when a client command is parsed
- * NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
- * NOTE: return 1 if you handled the command, return 0 to continue handling
+ * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
+ * NOTE: return true if you handled the command, return false to continue handling
* NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
* // example:
* MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
string cmd_string;
MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
+/** please read EV_SV_ParseClientCommand description before using */
+#define EV_SV_ParseServerCommand(i, o) \
+ /** command name */ i(string, cmd_name) \
+ /** also, argv() can be used */ i(int, cmd_argc) \
+ /** whole command, use only if you really have to */ i(string, cmd_string) \
+ /**/
+//string cmd_name;
+//int cmd_argc;
+//string cmd_string;
+MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
+
/**
* called when a spawnpoint is being evaluated
* return 1 to make the spawnpoint unusable
*/
#define EV_Spawn_Score(i, o) \
- /** player wanting to spawn */ i(entity, self) \
+ /** player wanting to spawn */ i(entity, __self) \
/** spot to be evaluated */ i(entity, spawn_spot) \
/** _x is priority, _y is "distance" */ i(vector, spawn_score) \
/**/ o(vector, spawn_score) \
* return 1 to remove an item
*/
#define EV_Item_Spawn(i, o) \
- /** the item */ i(entity, self) \
+ /** the item */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
#define EV_SetWeaponreplace(i, o) \
- /** map entity */ i(entity, self) \
+ /** map entity */ i(entity, __self) \
/** weapon info */ i(entity, other) \
/**/ i(string, ret_string) \
/**/ o(string, ret_string) \
* allows you to strip a player of an item if they go through the teleporter to help prevent cheating
*/
#define EV_PortalTeleport(i, o) \
- /**/ i(entity, self) \
+ /**/ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
* in a special manner using this hook
*/
#define EV_HelpMePing(i, o) \
- /** the player who pressed impulse 33 */ i(entity, self) \
+ /** the player who pressed impulse 33 */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
* return true to stop player from entering the vehicle
*/
#define EV_VehicleTouch(i, o) \
- /** vehicle */ i(entity, self) \
+ /** vehicle */ i(entity, __self) \
/** player */ i(entity, other) \
/**/
MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
/** called when a speedrun is aborted and the player is teleported back to start position */
#define EV_AbortSpeedrun(i, o) \
- /** player */ i(entity, self) \
+ /** player */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
/** called at when a item is touched. Called early, can edit item properties. */
#define EV_ItemTouch(i, o) \
- /** item */ i(entity, self) \
+ /** item */ i(entity, __self) \
/** player */ i(entity, other) \
/**/
MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
/** called at when a player connect */
#define EV_ClientConnect(i, o) \
- /** player */ i(entity, self) \
+ /** player */ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
#define EV_HavocBot_ChooseRole(i, o) \
- /**/ i(entity, self) \
+ /**/ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
MUT_ACCADD_INVALID, // return this flag to make the function always continue
MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
};
+
+/** Called when clearing the global parameters for a model */
+MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
+
+/** Called when getting the global parameters for a model */
+#define EV_GetModelParams(i, o) \
+ /** entity id */ i(string, checkmodel_input) \
+ /** entity id */ i(string, checkmodel_command) \
+ /**/
+string checkmodel_input, checkmodel_command;
+MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
+
+/** called when a bullet has hit a target */
+#define EV_FireBullet_Hit(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, bullet_hit) \
+ /**/ i(vector, bullet_startpos) \
+ /**/ i(vector, bullet_endpos) \
+ /**/ i(float, frag_damage) \
+ /**/ o(float, frag_damage) \
+ /**/
+entity bullet_hit;
+//vector bullet_hitloc; // the end pos matches the hit location, apparently
+vector bullet_startpos;
+vector bullet_endpos;
+//float frag_damage;
+MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
+
+#define EV_FixPlayermodel(i, o) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/ i(int, ret_int) \
+ /**/ o(int, ret_int) \
+ /**/
+int ret_int;
+MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
+
+/** Return error to play frag remaining announcements */
+MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
+
+#define EV_GrappleHookThink(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(int, hook_tarzan) \
+ /**/ o(int, hook_tarzan) \
+ /**/ i(entity, hook_pullentity) \
+ /**/ o(entity, hook_pullentity) \
+ /**/ i(float, hook_velmultiplier) \
+ /**/ o(float, hook_velmultiplier) \
+ /**/
+int hook_tarzan;
+entity hook_pullentity;
+float hook_velmultiplier;
+MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
+
+#define EV_BuffModel_Customize(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, buff_player) \
+ /**/
+entity buff_player;
+MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
+
+/** called at when a buff is touched. Called early, can edit buff properties. */
+#define EV_BuffTouch(i, o) \
+ /** item */ i(entity, __self) \
+ /** player */ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
+
+#define EV_GetRecords(i, o) \
+ /**/ i(int, record_page) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/
+int record_page;
+MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
+
+#define EV_Race_FinalCheckpoint(i, o) \
+ /**/ i(entity, race_player) \
+ /**/
+entity race_player;
+MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
+
+/** called when player triggered kill (or is changing teams), return error to not do anything */
+#define EV_ClientKill(i, o) \
+ /** player */ i(entity, __self) \
+ /* kill delay */ i(float, ret_float) \
+ /* kill delay */ o(float, ret_float) \
+ /**/
+MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
+
+#define EV_FixClientCvars(i, o) \
+ /**/ i(entity, fix_client) \
+ /**/
+entity fix_client;
+MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
+
+#define EV_SpectateSet(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, spec_player) \
+ /**/
+entity spec_player;
+MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
+
+#define EV_SpectateNext(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, spec_player) \
+ /**/
+MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
+
+#define EV_SpectatePrev(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, spec_player) \
+ /**/ i(entity, spec_first) \
+ /**/
+entity spec_first;
+MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
+
+enum {
+ MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
+ MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
+ MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
+};
+
+/** called when player triggered kill (or is changing teams), return error to not do anything */
+#define EV_Bot_FixCount(i, o) \
+ /**/ i(int, bot_activerealplayers) \
+ /**/ o(int, bot_activerealplayers) \
+ /**/ i(int, bot_realplayers) \
+ /**/ o(int, bot_realplayers) \
+ /**/
+int bot_activerealplayers;
+int bot_realplayers;
+MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
+
+#define EV_ClientCommand_Spectate(i, o) \
+ /**/ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
+
+enum {
+ MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
+ MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
+ MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
+};
+
+#define EV_CheckRules_World(i, o) \
+ /* status */ i(float, ret_float) \
+ /* status */ o(float, ret_float) \
+ /* time limit */ i(float, checkrules_timelimit) \
+ /* frag limit */ i(int, checkrules_fraglimit) \
+ /**/
+float checkrules_timelimit;
+int checkrules_fraglimit;
+MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
+
+#define EV_WantWeapon(i, o) \
+ /**/ i(entity, want_weaponinfo) \
+ /**/ i(float, ret_float) \
+ /**/ o(float, ret_float) \
+ /**/ i(bool, want_allguns) \
+ /**/ o(bool, want_allguns) \
+ /**/ i(bool, want_mutatorblocked) \
+ /**/ o(bool, want_mutatorblocked) \
+ /**/
+entity want_weaponinfo;
+bool want_allguns;
+bool want_mutatorblocked;
+MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
#endif