3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
20 * return true to prevent a spectator/observer to spawn as player
22 #define EV_ForbidSpawn(i, o) \
23 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
25 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
27 /** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
28 #define EV_ForbidRandomStartWeapons(i, o) \
29 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
31 MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
33 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
34 #define EV_PlayerSpawn(i, o) \
35 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
36 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
38 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
40 /** called after a player's weapon is chosen so it can be overriden here */
41 #define EV_PlayerWeaponSelect(i, o) \
42 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
44 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
46 /** called in reset_map */
47 #define EV_reset_map_global(i, o) \
49 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
51 /** called in reset_map */
52 #define EV_reset_map_players(i, o) \
54 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
56 /** returns 1 if clearing player score shall not be allowed */
57 #define EV_ForbidPlayerScore_Clear(i, o) \
59 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
61 /** called when a player disconnects */
62 #define EV_ClientDisconnect(i, o) \
63 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
65 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
67 /** called when a player dies to e.g. remove stuff he was carrying. */
68 #define EV_PlayerDies(i, o) \
69 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
70 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
71 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
72 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
73 /** damage */ i(float, MUTATOR_ARGV_4_float) \
74 /** damage */ o(float, MUTATOR_ARGV_4_float) \
76 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
78 /** called after a player died. */
79 #define EV_PlayerDied(i, o) \
80 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
82 MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
84 /** allows overriding the frag centerprint messages */
85 #define EV_FragCenterMessage(i, o) \
86 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
87 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
88 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
89 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
90 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
92 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
94 /** called when a player dies to e.g. remove stuff he was carrying */
95 #define EV_PlayHitsound(i, o) \
96 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
97 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
99 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
101 /** called when an item model is about to be set, allows custom paths etc. */
102 #define EV_ItemModel(i, o) \
103 /** model */ i(string, MUTATOR_ARGV_0_string) \
104 /** output */ i(string, MUTATOR_ARGV_1_string) \
105 /**/ o(string, MUTATOR_ARGV_1_string) \
107 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
109 /** called when an item sound is about to be played, allows custom paths etc. */
110 #define EV_ItemSound(i, o) \
111 /** sound */ i(string, MUTATOR_ARGV_0_string) \
112 /** output */ i(string, MUTATOR_ARGV_1_string) \
113 /**/ o(string, MUTATOR_ARGV_1_string) \
115 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
117 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
118 #define EV_GiveFragsForKill(i, o) \
119 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
120 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
121 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
122 /** */ o(float, MUTATOR_ARGV_2_float) \
124 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
126 /** called when the match ends */
127 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
129 /** allows adjusting allowed teams */
130 #define EV_CheckAllowedTeams(i, o) \
131 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
132 /**/ o(float, MUTATOR_ARGV_0_float) \
133 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
134 /**/ o(string, MUTATOR_ARGV_1_string) \
135 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
137 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
139 /** return true to manually override team counts */
140 MUTATOR_HOOKABLE(GetTeamCounts, EV_NO_ARGS);
142 /** allow overriding of team counts */
143 #define EV_GetTeamCount(i, o) \
144 /** team to count */ i(float, MUTATOR_ARGV_0_float) \
145 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
146 /** number of players in a team */ i(float, MUTATOR_ARGV_2_float) \
147 /**/ o(float, MUTATOR_ARGV_2_float) \
148 /** number of bots in a team */ i(float, MUTATOR_ARGV_3_float) \
149 /**/ o(float, MUTATOR_ARGV_3_float) \
150 /** lowest scoring human in a team */ i(entity, MUTATOR_ARGV_4_entity) \
151 /**/ o(entity, MUTATOR_ARGV_4_entity) \
152 /** lowest scoring bot in a team */ i(entity, MUTATOR_ARGV_5_entity) \
153 /**/ o(entity, MUTATOR_ARGV_5_entity) \
155 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
157 /** allows overriding best teams */
158 #define EV_FindBestTeams(i, o) \
159 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
160 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
162 MUTATOR_HOOKABLE(FindBestTeams, EV_FindBestTeams);
164 /** copies variables for spectating "spectatee" to "this" */
165 #define EV_SpectateCopy(i, o) \
166 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
167 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
169 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
171 /** called when formatting a chat message to replace fancy functions */
172 #define EV_FormatMessage(i, o) \
173 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
174 /** escape */ i(string, MUTATOR_ARGV_1_string) \
175 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
176 /**/ o(string, MUTATOR_ARGV_2_string) \
177 /** message */ i(string, MUTATOR_ARGV_3_string) \
179 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
181 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
182 #define EV_PreFormatMessage(i, o) \
183 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
184 /** message */ i(string, MUTATOR_ARGV_1_string) \
185 /**/ o(string, MUTATOR_ARGV_1_string) \
187 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
189 /** returns true if throwing the current weapon shall not be allowed */
190 #define EV_ForbidThrowCurrentWeapon(i, o) \
191 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
192 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
194 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
196 /** returns true if dropping the current weapon shall not be allowed at any time including death */
197 #define EV_ForbidDropCurrentWeapon(i, o) \
198 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
199 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
201 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
204 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
206 /** allows changing attack rate */
207 #define EV_WeaponRateFactor(i, o) \
208 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
209 /**/ o(float, MUTATOR_ARGV_0_float) \
210 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
212 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
214 /** allows changing weapon speed (projectiles mostly) */
215 #define EV_WeaponSpeedFactor(i, o) \
216 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
217 /**/ o(float, MUTATOR_ARGV_0_float) \
218 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
220 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
222 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
223 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
225 /** called every frame. customizes the waypoint for spectators */
226 #define EV_CustomizeWaypoint(i, o) \
227 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
228 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
230 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
232 /** Check if items having the given definition are allowed to spawn.
233 * Return true to disallow spawning.
235 #define EV_FilterItemDefinition(i, o) \
236 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
238 MUTATOR_HOOKABLE(FilterItemDefinition, EV_FilterItemDefinition);
241 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
242 * return error to request removal
244 #define EV_FilterItem(i, o) \
245 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
247 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
249 /** return error to request removal */
250 #define EV_TurretSpawn(i, o) \
251 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
253 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
255 /** return error to not attack */
256 #define EV_TurretFire(i, o) \
257 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
259 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
261 /** return error to not attack */
262 #define EV_Turret_CheckFire(i, o) \
263 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
264 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
266 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
268 /** return error to prevent entity spawn, or modify the entity */
269 #define EV_OnEntityPreSpawn(i, o) \
270 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
272 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
274 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
275 #define EV_PlayerPreThink(i, o) \
276 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
278 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
280 /** TODO change this into a general PlayerPostThink hook? */
281 #define EV_GetPressedKeys(i, o) \
282 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
284 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
286 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
287 #define EV_GetCvars(i, o) \
288 /**/ i(float, get_cvars_f) \
289 /**/ i(string, get_cvars_s) \
293 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
295 /** can edit any "just fired" projectile */
296 #define EV_EditProjectile(i, o) \
297 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
298 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
300 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
302 /** called when a monster spawns */
303 #define EV_MonsterSpawn(i, o) \
304 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
306 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
308 /** called when a monster dies */
309 #define EV_MonsterDies(i, o) \
310 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
311 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
312 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
314 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
316 /** called when a monster dies */
317 #define EV_MonsterRemove(i, o) \
318 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
320 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
322 /** called when a monster wants to respawn */
323 #define EV_MonsterRespawn(i, o) \
324 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
326 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
328 /** called when a monster is dropping loot */
329 #define EV_MonsterDropItem(i, o) \
330 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
331 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
332 /**/ o(entity, MUTATOR_ARGV_1_entity) \
333 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
335 .entity monster_loot;
336 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
339 * called when a monster moves
340 * returning true makes the monster stop
342 #define EV_MonsterMove(i, o) \
343 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
344 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
345 /**/ o(float, MUTATOR_ARGV_1_float) \
346 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
347 /**/ o(float, MUTATOR_ARGV_2_float) \
348 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
349 /**/ o(entity, MUTATOR_ARGV_3_entity) \
351 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
353 /** called when a monster looks for another target */
354 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
357 * called when validating a monster's target
359 #define EV_MonsterValidTarget(i, o) \
360 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
361 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
363 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
365 /** called to change a random monster to a miniboss */
366 #define EV_MonsterCheckBossFlag(i, o) \
367 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
369 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
372 * called when a player tries to spawn a monster
373 * return 1 to prevent spawning
374 * NOTE: requires reason if disallowed
376 #define EV_AllowMobSpawning(i, o) \
377 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
378 /** reason */ o(string, MUTATOR_ARGV_1_string) \
380 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
382 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
383 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
384 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
385 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
386 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
387 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
388 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
389 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
390 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
391 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
392 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
393 /** damage */ i(float, MUTATOR_ARGV_7_float) \
395 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
398 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
399 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
401 #define EV_Damage_Calculate(i, o) \
402 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
403 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
404 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
405 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
406 /** damage */ i(float, MUTATOR_ARGV_4_float) \
407 /** damage */ o(float, MUTATOR_ARGV_4_float) \
408 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
409 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
410 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
411 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
413 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
416 * Called when a player is damaged
418 #define EV_PlayerDamaged(i, o) \
419 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
420 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
421 /** health */ i(float, MUTATOR_ARGV_2_float) \
422 /** armor */ i(float, MUTATOR_ARGV_3_float) \
423 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
424 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
425 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
427 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
430 * Called by W_DecreaseAmmo
432 #define EV_W_DecreaseAmmo(i, o) \
433 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
434 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
436 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
441 #define EV_W_Reload(i, o) \
442 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
444 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
446 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
447 #define EV_PlayerPowerups(i, o) \
448 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
449 /** old items */ i(int, MUTATOR_ARGV_1_int) \
451 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
454 * called every player think frame
455 * return 1 to disable regen
457 #define EV_PlayerRegen(i, o) \
458 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
459 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
460 /**/ o(float, MUTATOR_ARGV_1_float) \
461 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
462 /**/ o(float, MUTATOR_ARGV_2_float) \
463 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
464 /**/ o(float, MUTATOR_ARGV_3_float) \
465 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
466 /**/ o(float, MUTATOR_ARGV_4_float) \
467 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
468 /**/ o(float, MUTATOR_ARGV_5_float) \
469 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
470 /**/ o(float, MUTATOR_ARGV_6_float) \
471 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
472 /**/ o(float, MUTATOR_ARGV_7_float) \
473 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
474 /**/ o(float, MUTATOR_ARGV_8_float) \
475 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
476 /**/ o(float, MUTATOR_ARGV_9_float) \
477 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
478 /**/ o(float, MUTATOR_ARGV_10_float) \
480 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
483 * called when the use key is pressed
484 * if MUTATOR_RETURNVALUE is 1, don't do anything
485 * return 1 if the use key actually did something
487 #define EV_PlayerUseKey(i, o) \
488 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
490 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
493 * called when a client command is parsed
494 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
495 * NOTE: return true if you handled the command, return false to continue handling
496 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
498 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
500 * if (MUTATOR_RETURNVALUE) // command was already handled?
502 * if (cmd_name == "echocvar" && cmd_argc >= 2)
504 * print(cvar_string(argv(1)), "\n");
507 * if (cmd_name == "echostring" && cmd_argc >= 2)
509 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
515 #define EV_SV_ParseClientCommand(i, o) \
516 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
517 /** command name */ i(string, MUTATOR_ARGV_1_string) \
518 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
519 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
521 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
523 /** please read EV_SV_ParseClientCommand description before using */
524 #define EV_SV_ParseServerCommand(i, o) \
525 /** command name */ i(string, MUTATOR_ARGV_0_string) \
526 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
527 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
529 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
532 * called when a spawnpoint is being evaluated
533 * return 1 to make the spawnpoint unusable
535 #define EV_Spawn_Score(i, o) \
536 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
537 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
538 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
539 /**/ o(vector, MUTATOR_ARGV_2_vector) \
541 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
543 /** runs globally each server frame */
544 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
546 #define EV_SetModname(i, o) \
547 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
548 /**/ i(string, MUTATOR_ARGV_0_string) \
549 /**/ o(string, MUTATOR_ARGV_0_string) \
551 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
554 * called for each item being spawned on a map, including dropped weapons
555 * return 1 to remove an item
557 #define EV_Item_Spawn(i, o) \
558 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
560 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
562 #define EV_SetWeaponreplace(i, o) \
563 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
564 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
565 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
566 /**/ o(string, MUTATOR_ARGV_2_string) \
568 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
570 /** called when an item is about to respawn */
571 #define EV_Item_RespawnCountdown(i, o) \
572 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
574 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
576 /** called when a bot checks a target to attack */
577 #define EV_BotShouldAttack(i, o) \
578 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
579 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
581 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
584 * called whenever a player goes through a portal gun teleport
585 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
587 #define EV_PortalTeleport(i, o) \
588 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
590 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
593 * called whenever a player uses impulse 33 (help me) in impulse.qc
594 * normally help me ping uses .waypointsprite_attachedforcarrier,
595 * but if your mutator uses something different then you can handle it
596 * in a special manner using this hook
598 #define EV_HelpMePing(i, o) \
599 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
601 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
604 * called when a vehicle initializes
605 * return true to remove the vehicle
607 #define EV_VehicleInit(i, o) \
608 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
610 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
613 * called when a player enters a vehicle
614 * allows mutators to set special settings in this event
616 #define EV_VehicleEnter(i, o) \
617 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
618 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
620 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
623 * called when a player touches a vehicle
624 * return true to stop player from entering the vehicle
626 #define EV_VehicleTouch(i, o) \
627 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
628 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
630 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
633 * called when a player exits a vehicle
634 * allows mutators to set special settings in this event
636 #define EV_VehicleExit(i, o) \
637 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
638 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
640 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
642 /** called when a speedrun is aborted and the player is teleported back to start position */
643 #define EV_AbortSpeedrun(i, o) \
644 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
646 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
648 /** called at when a item is touched. Called early, can edit item properties. */
649 #define EV_ItemTouch(i, o) \
650 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
651 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
652 /**/ o(entity, MUTATOR_ARGV_1_entity) \
654 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
657 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
658 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
659 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
662 /** called after the item has been touched. */
663 #define EV_ItemTouched(i, o) \
664 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
665 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
667 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
669 /** Called when the amount of entity resources changes. Can be used to override
671 #define EV_GetResourceLimit(i, o) \
672 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
673 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
674 /** limit */ i(float, MUTATOR_ARGV_2_float) \
675 /**/ o(float, MUTATOR_ARGV_2_float) \
677 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
679 /** Called when the amount of resource of an entity changes. See RESOURCE_*
680 constants for resource types. Return true to forbid the change. */
681 #define EV_SetResourceAmount(i, o) \
682 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
683 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
684 /**/ o(int, MUTATOR_ARGV_1_int) \
685 /** amount */ i(float, MUTATOR_ARGV_2_float) \
686 /**/ o(float, MUTATOR_ARGV_2_float) \
688 MUTATOR_HOOKABLE(SetResourceAmount, EV_SetResourceAmount);
690 /** Called when entity is being given some resource. See RESOURCE_* constants
691 for resource types. Return true to forbid giving. */
692 #define EV_GiveResource(i, o) \
693 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
694 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
695 /**/ o(int, MUTATOR_ARGV_1_int) \
696 /** amount */ i(float, MUTATOR_ARGV_2_float) \
697 /**/ o(float, MUTATOR_ARGV_2_float) \
699 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
701 /** called at when a player connect */
702 #define EV_ClientConnect(i, o) \
703 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
705 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
707 #define EV_HavocBot_ChooseRole(i, o) \
708 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
710 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
712 /** called when a target is checked for accuracy */
713 #define EV_AccuracyTargetValid(i, o) \
714 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
715 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
717 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
719 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
720 MUT_ACCADD_INVALID, // return this flag to make the function always continue
721 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
724 /** Called when clearing the global parameters for a model */
725 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
727 /** Called when getting the global parameters for a model */
728 #define EV_GetModelParams(i, o) \
729 /** input */ i(string, MUTATOR_ARGV_0_string) \
730 /** command */ i(string, MUTATOR_ARGV_1_string) \
732 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
734 /** called when a bullet has hit a target */
735 #define EV_FireBullet_Hit(i, o) \
736 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
737 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
738 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
739 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
740 /** damage */ i(float, MUTATOR_ARGV_4_float) \
741 /**/ o(float, MUTATOR_ARGV_4_float) \
742 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
744 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
746 #define EV_FixPlayermodel(i, o) \
747 /** model */ i(string, MUTATOR_ARGV_0_string) \
748 /**/ o(string, MUTATOR_ARGV_0_string) \
749 /** skin */ i(int, MUTATOR_ARGV_1_int) \
750 /**/ o(int, MUTATOR_ARGV_1_int) \
751 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
753 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
755 /** Return error to play frag remaining announcements */
756 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
758 #define EV_GrappleHookThink(i, o) \
759 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
760 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
761 /**/ o(int, MUTATOR_ARGV_1_int) \
762 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
763 /**/ o(entity, MUTATOR_ARGV_2_entity) \
764 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
765 /**/ o(float, MUTATOR_ARGV_3_float) \
767 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
769 #define EV_BuffModel_Customize(i, o) \
770 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
771 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
773 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
775 /** called at when a buff is touched. Called early, can edit buff properties. */
776 #define EV_BuffTouch(i, o) \
777 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
778 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
779 /**/ o(entity, MUTATOR_ARGV_1_entity) \
781 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
783 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
785 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
787 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
789 #define EV_GetRecords(i, o) \
790 /** page */ i(int, MUTATOR_ARGV_0_int) \
791 /** record list */ i(string, MUTATOR_ARGV_1_string) \
792 /**/ o(string, MUTATOR_ARGV_1_string) \
794 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
796 #define EV_Race_FinalCheckpoint(i, o) \
797 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
799 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
801 /** called when player triggered kill (or is changing teams), return error to not do anything */
802 #define EV_ClientKill(i, o) \
803 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
804 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
805 /**/ o(float, MUTATOR_ARGV_1_float) \
807 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
809 /** called when player is about to be killed during kill command or changing teams */
810 #define EV_ClientKill_Now(i, o) \
811 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
813 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
815 #define EV_FixClientCvars(i, o) \
816 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
818 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
820 #define EV_SpectateSet(i, o) \
821 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
822 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
823 /**/ o(entity, MUTATOR_ARGV_1_entity) \
825 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
827 #define EV_SpectateNext(i, o) \
828 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
829 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
830 /**/ o(entity, MUTATOR_ARGV_1_entity) \
832 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
834 #define EV_SpectatePrev(i, o) \
835 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
836 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
837 /**/ o(entity, MUTATOR_ARGV_1_entity) \
838 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
840 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
843 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
844 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
845 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
848 /** called when player triggered kill (or is changing teams), return error to not do anything */
849 #define EV_Bot_FixCount(i, o) \
850 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
851 /**/ o(int, MUTATOR_ARGV_0_int) \
852 /** real players */ i(int, MUTATOR_ARGV_1_int) \
853 /**/ o(int, MUTATOR_ARGV_1_int) \
855 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
857 #define EV_ClientCommand_Spectate(i, o) \
858 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
860 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
863 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
864 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
865 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
868 #define EV_CheckRules_World(i, o) \
869 /** status */ i(float, MUTATOR_ARGV_0_float) \
870 /**/ o(float, MUTATOR_ARGV_0_float) \
871 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
872 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
874 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
876 #define EV_WantWeapon(i, o) \
877 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
878 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
879 /**/ o(float, MUTATOR_ARGV_1_float) \
880 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
881 /**/ o(bool, MUTATOR_ARGV_2_bool) \
882 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
883 /**/ o(bool, MUTATOR_ARGV_3_bool) \
885 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
887 #define EV_AddPlayerScore(i, o) \
888 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
889 /** score */ i(float, MUTATOR_ARGV_1_float) \
890 /**/ o(float, MUTATOR_ARGV_1_float) \
891 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
893 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
895 #define EV_AddedPlayerScore(i, o) \
896 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
897 /** score */ i(float, MUTATOR_ARGV_1_float) \
898 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
900 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
902 #define EV_GetPlayerStatus(i, o) \
903 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
905 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
907 #define EV_SetWeaponArena(i, o) \
908 /** arena */ i(string, MUTATOR_ARGV_0_string) \
909 /**/ o(string, MUTATOR_ARGV_0_string) \
911 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
913 #define EV_DropSpecialItems(i, o) \
914 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
916 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
919 * called when an admin tries to kill all monsters
920 * return 1 to prevent spawning
922 #define EV_AllowMobButcher(i, o) \
923 /** reason */ o(string, MUTATOR_ARGV_0_string) \
925 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
927 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
929 #define EV_SendWaypoint(i, o) \
930 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
931 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
932 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
933 /**/ o(int, MUTATOR_ARGV_2_int) \
934 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
935 /**/ o(int, MUTATOR_ARGV_3_int) \
937 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
939 #define EV_TurretValidateTarget(i, o) \
940 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
941 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
942 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
943 /** target score */ o(float, MUTATOR_ARGV_3_float) \
945 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
947 #define EV_TurretThink(i, o) \
948 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
950 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
952 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
955 #define EV_PrepareExplosionByDamage(i, o) \
956 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
957 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
959 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
961 /** called when a monster model is about to be set, allows custom paths etc. */
962 #define EV_MonsterModel(i, o) \
963 /** model */ i(string, MUTATOR_ARGV_0_string) \
964 /** output */ i(string, MUTATOR_ARGV_1_string) \
965 /**/ o(string, MUTATOR_ARGV_1_string) \
967 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
970 * Called before player changes their team. Return true to block team change.
972 #define EV_Player_ChangeTeam(i, o) \
973 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
974 /** current team */ i(float, MUTATOR_ARGV_1_float) \
975 /** new team */ i(float, MUTATOR_ARGV_2_float) \
977 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
980 * Called after player has changed their team.
982 #define EV_Player_ChangedTeam(i, o) \
983 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
984 /** old team */ i(float, MUTATOR_ARGV_1_float) \
985 /** current team */ i(float, MUTATOR_ARGV_2_float) \
987 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
990 * Called when player is about to be killed when changing teams. Return true to block killing.
992 #define EV_Player_ChangeTeamKill(i, o) \
993 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
995 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
998 #define EV_URI_GetCallback(i, o) \
999 /** id */ i(float, MUTATOR_ARGV_0_float) \
1000 /** status */ i(float, MUTATOR_ARGV_1_float) \
1001 /** data */ i(string, MUTATOR_ARGV_2_string) \
1003 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1006 * return true to prevent weapon use for a player
1008 #define EV_ForbidWeaponUse(i, o) \
1009 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1011 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1013 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1014 #define EV_CopyBody(i, o) \
1015 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1016 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1017 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1019 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1021 /** called when sending a chat message, ret argument can be changed to prevent the message */
1022 #define EV_ChatMessage(i, o) \
1023 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1024 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1025 /**/ o(int, MUTATOR_ARGV_1_int) \
1027 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1029 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1030 #define EV_ChatMessageTo(i, o) \
1031 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1032 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1034 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1036 /** return true to just restart the match, for modes that don't support readyrestart */
1037 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1039 /** called when a fusion reactor is validating its target */
1040 #define EV_FusionReactor_ValidTarget(i, o) \
1041 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1042 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1044 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1047 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1048 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1049 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1052 /** return true to hide the 'teamnumbers are imbalanced' message */
1053 #define EV_HideTeamNagger(i, o) \
1054 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1056 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1058 /** return true to show a waypoint while the item is spawning */
1059 #define EV_Item_ScheduleRespawn(i, o) \
1060 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1061 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1063 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1065 /** called before physics stats are set on a player, allows limited early customization */
1066 #define EV_PlayerPhysics_UpdateStats(i, o) \
1067 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1069 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1071 /** return true to use your own aim target (or none at all) */
1072 #define EV_HavocBot_Aim(i, o) \
1073 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1075 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1077 /** return true to skip respawn time calculations */
1078 #define EV_CalculateRespawnTime(i, o) \
1079 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1081 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);