-#ifndef SERVER_MUTATORS_EVENTS_H
-#define SERVER_MUTATORS_EVENTS_H
+#pragma once
-#include "../../common/mutators/base.qh"
+#include <common/mutators/base.qh>
// register all possible hooks here
/** called when a player becomes observer, after shared setup */
#define EV_MakePlayerObserver(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
/** */
#define EV_PutClientInServer(i, o) \
- /** client wanting to spawn */ i(entity, __self) \
+ /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
#define EV_PlayerSpawn(i, o) \
- /** spot that was used, or world */ i(entity, spawn_spot) \
+ /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** spot that was used, or world */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
-entity spawn_spot;
MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
/** called in reset_map */
/** called when a player disconnects */
#define EV_ClientDisconnect(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
/** called when a player dies to e.g. remove stuff he was carrying. */
#define EV_PlayerDies(i, o) \
- /**/ i(entity, frag_inflictor) \
- /**/ i(entity, frag_attacker) \
- /** same as self */ i(entity, frag_target) \
- /**/ i(int, frag_deathtype) \
- /**/
-entity frag_inflictor;
-entity frag_attacker;
-entity frag_target;
-int frag_deathtype;
+ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_2_entity) \
+ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
+ /** damage */ i(float, MUTATOR_ARGV_4_float) \
+ /** damage */ o(float, MUTATOR_ARGV_4_float) \
+ /**/
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) \
+ /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-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) \
+ /** sound */ i(string, MUTATOR_ARGV_0_string) \
+ /** output */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
/**/
-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) \
+ /** model */ i(string, MUTATOR_ARGV_0_string) \
+ /** output */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
/**/
-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) \
- /**/ i(float, player_jumpheight) \
- /**/ o(float, player_multijump) \
- /**/ o(float, player_jumpheight) \
- /**/
-float player_multijump;
-float player_jumpheight;
-MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
-
/** 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) \
- /**/ o(float, frag_score) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** frag score */ i(float, MUTATOR_ARGV_2_float) \
+ /** */ o(float, MUTATOR_ARGV_2_float) \
/**/
-float frag_score;
MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
/** called when the match ends */
MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
-/** should adjust ret_float to contain the team count */
+/** should adjust number to contain the team count */
#define EV_GetTeamCount(i, o) \
- /**/ i(float, ret_float) \
- /**/ o(float, ret_float) \
- /**/ i(string, ret_string) \
- /**/ o(string, ret_string) \
+ /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
+ /**/ o(float, MUTATOR_ARGV_0_float) \
+ /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_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) \
+ /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** client */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
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;
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** escape */ i(string, MUTATOR_ARGV_1_string) \
+ /** replacement */ i(string, MUTATOR_ARGV_2_string) \
+ /**/ o(string, MUTATOR_ARGV_2_string) \
+ /** message */ i(string, MUTATOR_ARGV_3_string) \
+ /**/
MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
-/** returns 1 if throwing the current weapon shall not be allowed */
-MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
+/** returns true if throwing the current weapon shall not be allowed */
+#define EV_ForbidThrowCurrentWeapon(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
+
+/** returns true if dropping the current weapon shall not be allowed at any time including death */
+#define EV_ForbidDropCurrentWeapon(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
+
+/** */
+MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
/** allows changing attack rate */
#define EV_WeaponRateFactor(i, o) \
- /**/ i(float, weapon_rate) \
- /**/ o(float, weapon_rate) \
+ /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
+ /**/ o(float, MUTATOR_ARGV_0_float) \
+ /** player */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
-float weapon_rate;
MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
/** allows changing weapon speed (projectiles mostly) */
#define EV_WeaponSpeedFactor(i, o) \
- /**/ i(float, ret_float) \
- /**/ o(float, ret_float) \
+ /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
+ /**/ o(float, MUTATOR_ARGV_0_float) \
+ /** player */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
/** called every frame. customizes the waypoint for spectators */
#define EV_CustomizeWaypoint(i, o) \
- /** waypoint */ i(entity, __self) \
- /** player; other.enemy = spectator */ i(entity, other) \
+ /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
* 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)
* return error to request removal
*/
-MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
+#define EV_FilterItem(i, o) \
+ /** item */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
/** return error to request removal */
#define EV_TurretSpawn(i, o) \
- /** turret */ i(entity, __self) \
+ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
/** return error to not attack */
#define EV_TurretFire(i, o) \
- /** turret */ i(entity, __self) \
+ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
/** return error to not attack */
#define EV_Turret_CheckFire(i, o) \
- /**/ i(bool, ret_bool) \
- /**/ o(bool, ret_bool) \
+ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_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);
+#define EV_OnEntityPreSpawn(i, o) \
+ /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
/** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
/** TODO change this into a general PlayerPostThink hook? */
MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
-/**
- * called before any player physics, may adjust variables for movement,
- * is run AFTER bot code and idle checking
- */
-MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
-
/** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
#define EV_GetCvars(i, o) \
/**/ i(float, get_cvars_f) \
/** can edit any "just fired" projectile */
#define EV_EditProjectile(i, o) \
- /**/ i(entity, __self) \
- /**/ i(entity, other) \
+ /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
/** called when a monster spawns */
-MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
+#define EV_MonsterSpawn(i, o) \
+ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
/** called when a monster dies */
#define EV_MonsterDies(i, o) \
- /**/ i(entity, frag_attacker) \
+ /** target */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
/**/
MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
/** called when a monster dies */
#define EV_MonsterRemove(i, o) \
- /**/ i(entity, rem_mon) \
+ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-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) \
+ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
/** called when a monster is dropping loot */
#define EV_MonsterDropItem(i, o) \
- /**/ i(entity, other) \
- /**/ o(entity, other) \
+ /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
+ /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
+ /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
/**/
.void(entity this) monster_loot;
MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
* returning true makes the monster stop
*/
#define EV_MonsterMove(i, o) \
- /**/ i(float, monster_speed_run) \
- /**/ o(float, monster_speed_run) \
- /**/ i(float, monster_speed_walk) \
- /**/ o(float, monster_speed_walk) \
- /**/ i(entity, monster_target) \
- /**/
-float monster_speed_run;
-float monster_speed_walk;
-entity monster_target;
+ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** run speed */ i(float, MUTATOR_ARGV_1_float) \
+ /**/ o(float, MUTATOR_ARGV_1_float) \
+ /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
+ /**/ o(float, MUTATOR_ARGV_2_float) \
+ /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
+ /**/
MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
/** called when a monster looks for another target */
MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
/** called to change a random monster to a miniboss */
-MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
+#define EV_MonsterCheckBossFlag(i, o) \
+ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
/**
* called when a player tries to spawn a monster
/** called when a player gets damaged to e.g. remove stuff he was carrying. */
#define EV_PlayerDamage_SplitHealthArmor(i, o) \
- /**/ i(entity, frag_inflictor) \
- /**/ i(entity, frag_attacker) \
- /** same as self */ i(entity, frag_target) \
- /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
- /**/ i(float, damage_take) \
- /**/ o(float, damage_take) \
- /**/ i(float, damage_save) \
- /**/ o(float, damage_save) \
- /**/
-vector damage_force;
-float damage_take;
-float damage_save;
+ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_2_entity) \
+ /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
+ /** damage take */ i(float, MUTATOR_ARGV_4_float) \
+ /** damage take */ o(float, MUTATOR_ARGV_4_float) \
+ /** damage save */ i(float, MUTATOR_ARGV_5_float) \
+ /** damage save */ o(float, MUTATOR_ARGV_5_float) \
+ /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
+ /** damage */ i(float, MUTATOR_ARGV_7_float) \
+ /**/
MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
/**
* 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) \
- /**/ i(float, frag_damage) \
- /**/ o(float, frag_damage) \
- /**/ i(float, frag_mirrordamage) \
- /**/ o(float, frag_mirrordamage) \
- /**/ i(vector, frag_force) \
- /**/ o(vector, frag_force) \
+ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_2_entity) \
+ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
+ /** damage */ i(float, MUTATOR_ARGV_4_float) \
+ /** damage */ o(float, MUTATOR_ARGV_4_float) \
+ /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
+ /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
+ /** force */ i(vector, MUTATOR_ARGV_6_vector) \
+ /** force */ o(vector, MUTATOR_ARGV_6_vector) \
/**/
-float frag_damage;
-float frag_mirrordamage;
-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) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** health */ i(int, MUTATOR_ARGV_2_int) \
+ /** armor */ i(int, MUTATOR_ARGV_3_int) \
+ /** location */ i(vector, MUTATOR_ARGV_4_vector) \
+ /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
+/**
+ * Called by W_DecreaseAmmo
+ */
+#define EV_W_DecreaseAmmo(i, o) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
+
+/**
+ * Called by W_Reload
+ */
+#define EV_W_Reload(i, o) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
+
/** 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(int, olditems) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** old items */ i(int, MUTATOR_ARGV_1_int) \
/**/
-int olditems;
MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
/**
* }
*/
#define EV_SV_ParseClientCommand(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) \
+ /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** command name */ i(string, MUTATOR_ARGV_1_string) \
+ /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
+ /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
/**/
-string cmd_name;
-int cmd_argc;
-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) \
+ /** command name */ i(string, MUTATOR_ARGV_0_string) \
+ /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
+ /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
/**/
-//string cmd_name;
-//int cmd_argc;
-//string cmd_string;
MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
/**
* return 1 to make the spawnpoint unusable
*/
#define EV_Spawn_Score(i, o) \
- /** 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) \
+ /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_0_vector) \
+ /**/ o(vector, MUTATOR_ARGV_0_vector) \
/**/
-vector spawn_score;
MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
/** runs globally each server frame */
/**/ i(string, ret_string) \
/**/ o(string, ret_string) \
/**/
+//string ret_string;
MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
/** called when an item is about to respawn */
/** called when a bot checks a target to attack */
#define EV_BotShouldAttack(i, o) \
+ /**/ i(entity, __self) \
/**/ i(entity, checkentity) \
/**/
entity checkentity;
* called when a vehicle initializes
* return true to remove the vehicle
*/
-MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
+#define EV_VehicleSpawn(i, o) \
+ /**/ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
/**
* called when a player enters a vehicle
/** called when a target is checked for accuracy */
#define EV_AccuracyTargetValid(i, o) \
- /** attacker */ i(entity, frag_attacker) \
- /** target */ i(entity, frag_target) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
enum {
//vector bullet_hitloc; // the end pos matches the hit location, apparently
vector bullet_startpos;
vector bullet_endpos;
-//float frag_damage;
+float frag_damage;
MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
#define EV_FixPlayermodel(i, o) \
/**/
MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
+MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
+
+MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
+
+MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
+
#define EV_GetRecords(i, o) \
/**/ i(int, record_page) \
/**/ i(string, ret_string) \
/** 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) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
+ /**/ o(float, MUTATOR_ARGV_1_float) \
/**/
MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
#define EV_FixClientCvars(i, o) \
- /**/ i(entity, fix_client) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-entity fix_client;
MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
#define EV_SpectateSet(i, o) \
/**/ i(entity, __self) \
/**/ i(entity, spec_player) \
+ /**/ o(entity, spec_player) \
/**/
entity spec_player;
MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
#define EV_SpectateNext(i, o) \
/**/ i(entity, __self) \
/**/ i(entity, spec_player) \
+ /**/ o(entity, spec_player) \
/**/
MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
#define EV_SpectatePrev(i, o) \
/**/ i(entity, __self) \
/**/ i(entity, spec_player) \
+ /**/ o(entity, spec_player) \
/**/ i(entity, spec_first) \
/**/
entity spec_first;
};
#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) \
+ /** status */ i(float, MUTATOR_ARGV_0_float) \
+ /**/ o(float, MUTATOR_ARGV_0_float) \
+ /* time limit */ i(float, MUTATOR_ARGV_1_float) \
+ /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
/**/
-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;
+ /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** do want? */ i(float, MUTATOR_ARGV_1_float) \
+ /**/ o(float, MUTATOR_ARGV_1_float) \
+ /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
+ /**/ o(bool, MUTATOR_ARGV_2_bool) \
+ /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
+ /**/ o(bool, MUTATOR_ARGV_3_bool) \
+ /**/
MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
-#define EV_SetPlayerFullStatus(i, o) \
+#define EV_AddPlayerScore(i, o) \
+ /** score field */ i(int, MUTATOR_ARGV_0_int) \
+ /** score */ i(float, MUTATOR_ARGV_1_float) \
+ /**/ o(float, MUTATOR_ARGV_1_float) \
+ /** player */ i(entity, MUTATOR_ARGV_2_entity) \
+ /**/
+MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
+
+#define EV_GetPlayerStatus(i, o) \
/**/ i(entity, set_player) \
/**/ i(string, ret_string) \
/**/ o(string, ret_string) \
/**/
entity set_player;
-MUTATOR_HOOKABLE(SetPlayerFullStatus, EV_SetPlayerFullStatus);
+MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
-#define EV_SetPlayerStatus(i, o) \
- /**/ i(entity, set_player) \
+#define EV_SetWeaponArena(i, o) \
/**/ i(string, ret_string) \
/**/ o(string, ret_string) \
/**/
-MUTATOR_HOOKABLE(SetPlayerStatus, EV_SetPlayerStatus);
+MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
-#define EV_AddPlayerScore(i, o) \
- /**/ i(int, score_field) \
- /**/ i(float, ret_float) \
- /**/ o(float, ret_float) \
+#define EV_DropSpecialItems(i, o) \
+ /** target */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-int score_field;
-MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
-#endif
+MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
+
+/**
+ * called when an admin tries to kill all monsters
+ * return 1 to prevent spawning
+ */
+MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
+
+MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
+
+#define EV_SendWaypoint(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, wp_sendto) \
+ /**/ i(int, wp_sendflags) \
+ /**/ o(int, wp_sendflags) \
+ /**/ i(int, wp_flag) \
+ /**/ o(int, wp_flag) \
+ /**/
+entity wp_sendto;
+int wp_sendflags;
+int wp_flag;
+MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
+
+#define EV_TurretValidateTarget(i, o) \
+ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
+ /** target score */ o(float, MUTATOR_ARGV_3_float) \
+ /**/
+MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
+
+#define EV_TurretThink(i, o) \
+ /**/ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
+
+MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
+
+/** */
+#define EV_PrepareExplosionByDamage(i, o) \
+ /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/
+MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
+
+/** called when a monster model is about to be set, allows custom paths etc. */
+#define EV_MonsterModel(i, o) \
+ /**/ i(string, monster_model) \
+ /**/ i(string, monster_model_output) \
+ /**/ o(string, monster_model_output) \
+ /**/
+string monster_model;
+string monster_model_output;
+MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
+
+/**/
+#define EV_Player_ChangeTeam(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(float, pct_curteam) \
+ /**/ i(float, pct_newteam) \
+ /**/
+float pct_curteam;
+float pct_newteam;
+MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
+
+/**/
+#define EV_URI_GetCallback(i, o) \
+ /**/ i(float, uricb_id) \
+ /**/ i(float, uricb_status) \
+ /**/ i(string, uricb_data) \
+ /**/
+float uricb_id;
+float uricb_status;
+string uricb_data;
+MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);