3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 // to use a hook, first register your mutator using REGISTER_MUTATOR
8 // then create your function using MUTATOR_HOOKFUNCTION
10 /** called when a player becomes observer, after shared setup */
11 #define EV_MakePlayerObserver(i, o) \
12 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
14 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
17 #define EV_PutClientInServer(i, o) \
18 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
20 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
23 * return true to prevent a spectator/observer to spawn as player
25 #define EV_ForbidSpawn(i, o) \
26 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
28 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
30 /** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
31 #define EV_ForbidRandomStartWeapons(i, o) \
32 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
34 MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
36 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
37 #define EV_PlayerSpawn(i, o) \
38 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
39 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
41 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
43 /** called after a player's weapon is chosen so it can be overriden here */
44 #define EV_PlayerWeaponSelect(i, o) \
45 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
47 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
49 /** called in reset_map */
50 #define EV_reset_map_global(i, o) \
52 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
54 /** called in reset_map */
55 #define EV_reset_map_players(i, o) \
57 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
59 /** returns 1 if clearing player score shall not be allowed */
60 #define EV_ForbidPlayerScore_Clear(i, o) \
62 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
64 /** called when a player disconnects */
65 #define EV_ClientDisconnect(i, o) \
66 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
68 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
70 /** called when a player dies to e.g. remove stuff he was carrying. */
71 #define EV_PlayerDies(i, o) \
72 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
73 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
74 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
75 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
76 /** damage */ i(float, MUTATOR_ARGV_4_float) \
77 /** damage */ o(float, MUTATOR_ARGV_4_float) \
79 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
81 /** called after a player died. */
82 #define EV_PlayerDied(i, o) \
83 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
85 MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
87 /** allows overriding the frag centerprint messages */
88 #define EV_FragCenterMessage(i, o) \
89 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
90 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
91 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
92 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
93 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
95 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
97 /** called when a player dies to e.g. remove stuff he was carrying */
98 #define EV_PlayHitsound(i, o) \
99 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
100 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
102 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
104 /** called when an item model is about to be set, allows custom paths etc. */
105 #define EV_ItemModel(i, o) \
106 /** model */ i(string, MUTATOR_ARGV_0_string) \
107 /** output */ i(string, MUTATOR_ARGV_1_string) \
108 /**/ o(string, MUTATOR_ARGV_1_string) \
110 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
112 /** called when an item sound is about to be played, allows custom paths etc. */
113 #define EV_ItemSound(i, o) \
114 /** sound */ i(string, MUTATOR_ARGV_0_string) \
115 /** output */ i(string, MUTATOR_ARGV_1_string) \
116 /**/ o(string, MUTATOR_ARGV_1_string) \
118 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
120 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
121 #define EV_GiveFragsForKill(i, o) \
122 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
123 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
124 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
125 /** */ o(float, MUTATOR_ARGV_2_float) \
127 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
129 /** called when the match ends */
130 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
132 /** allows adjusting allowed teams */
133 #define EV_CheckAllowedTeams(i, o) \
134 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
135 /**/ o(float, MUTATOR_ARGV_0_float) \
136 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
137 /**/ o(string, MUTATOR_ARGV_1_string) \
138 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
140 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
142 /** return true to manually override team counts */
143 MUTATOR_HOOKABLE(GetTeamCounts, EV_NO_ARGS);
145 /** allow overriding of team counts */
146 #define EV_GetTeamCount(i, o) \
147 /** team to count */ i(float, MUTATOR_ARGV_0_float) \
148 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
149 /** number of players in a team */ i(float, MUTATOR_ARGV_2_float) \
150 /**/ o(float, MUTATOR_ARGV_2_float) \
151 /** number of bots in a team */ i(float, MUTATOR_ARGV_3_float) \
152 /**/ o(float, MUTATOR_ARGV_3_float) \
153 /** lowest scoring human in a team */ i(entity, MUTATOR_ARGV_4_entity) \
154 /**/ o(entity, MUTATOR_ARGV_4_entity) \
155 /** lowest scoring bot in a team */ i(entity, MUTATOR_ARGV_5_entity) \
156 /**/ o(entity, MUTATOR_ARGV_5_entity) \
158 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
160 /** allows overriding best teams */
161 #define EV_FindBestTeams(i, o) \
162 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
163 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
165 MUTATOR_HOOKABLE(FindBestTeams, EV_FindBestTeams);
167 /** copies variables for spectating "spectatee" to "this" */
168 #define EV_SpectateCopy(i, o) \
169 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
170 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
172 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
174 /** called when formatting a chat message to replace fancy functions */
175 #define EV_FormatMessage(i, o) \
176 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
177 /** escape */ i(string, MUTATOR_ARGV_1_string) \
178 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
179 /**/ o(string, MUTATOR_ARGV_2_string) \
180 /** message */ i(string, MUTATOR_ARGV_3_string) \
182 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
184 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
185 #define EV_PreFormatMessage(i, o) \
186 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
187 /** message */ i(string, MUTATOR_ARGV_1_string) \
188 /**/ o(string, MUTATOR_ARGV_1_string) \
190 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
192 /** returns true if throwing the current weapon shall not be allowed */
193 #define EV_ForbidThrowCurrentWeapon(i, o) \
194 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
195 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
197 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
199 /** returns true if dropping the current weapon shall not be allowed at any time including death */
200 #define EV_ForbidDropCurrentWeapon(i, o) \
201 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
202 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
204 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
207 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
209 /** allows changing attack rate */
210 #define EV_WeaponRateFactor(i, o) \
211 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
212 /**/ o(float, MUTATOR_ARGV_0_float) \
213 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
215 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
217 /** allows changing weapon speed (projectiles mostly) */
218 #define EV_WeaponSpeedFactor(i, o) \
219 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
220 /**/ o(float, MUTATOR_ARGV_0_float) \
221 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
223 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
225 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
226 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
228 /** called every frame. customizes the waypoint for spectators */
229 #define EV_CustomizeWaypoint(i, o) \
230 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
231 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
233 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
236 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
237 * return error to request removal
239 #define EV_FilterItem(i, o) \
240 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
242 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
244 /** return error to request removal */
245 #define EV_TurretSpawn(i, o) \
246 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
248 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
250 /** return error to not attack */
251 #define EV_TurretFire(i, o) \
252 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
254 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
256 /** return error to not attack */
257 #define EV_Turret_CheckFire(i, o) \
258 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
259 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
261 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
263 /** return error to prevent entity spawn, or modify the entity */
264 #define EV_OnEntityPreSpawn(i, o) \
265 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
267 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
269 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
270 #define EV_PlayerPreThink(i, o) \
271 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
273 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
275 /** TODO change this into a general PlayerPostThink hook? */
276 #define EV_GetPressedKeys(i, o) \
277 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
279 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
281 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
282 #define EV_GetCvars(i, o) \
283 /**/ i(float, get_cvars_f) \
284 /**/ i(string, get_cvars_s) \
288 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
290 /** can edit any "just fired" projectile */
291 #define EV_EditProjectile(i, o) \
292 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
293 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
295 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
297 /** called when a monster spawns */
298 #define EV_MonsterSpawn(i, o) \
299 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
301 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
303 /** called when a monster dies */
304 #define EV_MonsterDies(i, o) \
305 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
306 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
307 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
309 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
311 /** called when a monster dies */
312 #define EV_MonsterRemove(i, o) \
313 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
315 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
317 /** called when a monster wants to respawn */
318 #define EV_MonsterRespawn(i, o) \
319 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
321 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
323 /** called when a monster is dropping loot */
324 #define EV_MonsterDropItem(i, o) \
325 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
326 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
327 /**/ o(entity, MUTATOR_ARGV_1_entity) \
328 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
330 .entity monster_loot;
331 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
334 * called when a monster moves
335 * returning true makes the monster stop
337 #define EV_MonsterMove(i, o) \
338 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
339 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
340 /**/ o(float, MUTATOR_ARGV_1_float) \
341 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
342 /**/ o(float, MUTATOR_ARGV_2_float) \
343 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
344 /**/ o(entity, MUTATOR_ARGV_3_entity) \
346 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
348 /** called when a monster looks for another target */
349 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
352 * called when validating a monster's target
354 #define EV_MonsterValidTarget(i, o) \
355 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
356 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
358 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
360 /** called to change a random monster to a miniboss */
361 #define EV_MonsterCheckBossFlag(i, o) \
362 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
364 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
367 * called when a player tries to spawn a monster
368 * return 1 to prevent spawning
369 * NOTE: requires reason if disallowed
371 #define EV_AllowMobSpawning(i, o) \
372 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
373 /** reason */ o(string, MUTATOR_ARGV_1_string) \
375 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
377 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
378 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
379 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
380 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
381 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
382 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
383 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
384 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
385 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
386 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
387 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
388 /** damage */ i(float, MUTATOR_ARGV_7_float) \
390 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
393 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
394 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
396 #define EV_Damage_Calculate(i, o) \
397 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
398 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
399 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
400 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
401 /** damage */ i(float, MUTATOR_ARGV_4_float) \
402 /** damage */ o(float, MUTATOR_ARGV_4_float) \
403 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
404 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
405 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
406 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
408 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
411 * Called when a player is damaged
413 #define EV_PlayerDamaged(i, o) \
414 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
415 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
416 /** health */ i(float, MUTATOR_ARGV_2_float) \
417 /** armor */ i(float, MUTATOR_ARGV_3_float) \
418 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
419 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
420 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
422 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
425 * Called by W_DecreaseAmmo
427 #define EV_W_DecreaseAmmo(i, o) \
428 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
429 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
431 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
436 #define EV_W_Reload(i, o) \
437 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
439 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
441 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
442 #define EV_PlayerPowerups(i, o) \
443 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
444 /** old items */ i(int, MUTATOR_ARGV_1_int) \
446 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
449 * called every player think frame
450 * return 1 to disable regen
452 #define EV_PlayerRegen(i, o) \
453 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
454 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
455 /**/ o(float, MUTATOR_ARGV_1_float) \
456 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
457 /**/ o(float, MUTATOR_ARGV_2_float) \
458 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
459 /**/ o(float, MUTATOR_ARGV_3_float) \
460 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
461 /**/ o(float, MUTATOR_ARGV_4_float) \
462 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
463 /**/ o(float, MUTATOR_ARGV_5_float) \
464 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
465 /**/ o(float, MUTATOR_ARGV_6_float) \
466 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
467 /**/ o(float, MUTATOR_ARGV_7_float) \
468 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
469 /**/ o(float, MUTATOR_ARGV_8_float) \
470 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
471 /**/ o(float, MUTATOR_ARGV_9_float) \
472 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
473 /**/ o(float, MUTATOR_ARGV_10_float) \
475 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
478 * called when the use key is pressed
479 * if MUTATOR_RETURNVALUE is 1, don't do anything
480 * return 1 if the use key actually did something
482 #define EV_PlayerUseKey(i, o) \
483 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
485 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
488 * called when a client command is parsed
489 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
490 * NOTE: return true if you handled the command, return false to continue handling
491 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
493 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
495 * if (MUTATOR_RETURNVALUE) // command was already handled?
497 * if (cmd_name == "echocvar" && cmd_argc >= 2)
499 * print(cvar_string(argv(1)), "\n");
502 * if (cmd_name == "echostring" && cmd_argc >= 2)
504 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
510 #define EV_SV_ParseClientCommand(i, o) \
511 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
512 /** command name */ i(string, MUTATOR_ARGV_1_string) \
513 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
514 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
516 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
518 /** please read EV_SV_ParseClientCommand description before using */
519 #define EV_SV_ParseServerCommand(i, o) \
520 /** command name */ i(string, MUTATOR_ARGV_0_string) \
521 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
522 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
524 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
527 * called when a spawnpoint is being evaluated
528 * return 1 to make the spawnpoint unusable
530 #define EV_Spawn_Score(i, o) \
531 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
532 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
533 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
534 /**/ o(vector, MUTATOR_ARGV_2_vector) \
536 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
538 /** runs globally each server frame */
539 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
541 #define EV_SetModname(i, o) \
542 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
543 /**/ i(string, MUTATOR_ARGV_0_string) \
544 /**/ o(string, MUTATOR_ARGV_0_string) \
546 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
549 * called for each item being spawned on a map, including dropped weapons
550 * return 1 to remove an item
552 #define EV_Item_Spawn(i, o) \
553 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
555 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
557 #define EV_SetWeaponreplace(i, o) \
558 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
559 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
560 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
561 /**/ o(string, MUTATOR_ARGV_2_string) \
563 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
565 /** called when an item is about to respawn */
566 #define EV_Item_RespawnCountdown(i, o) \
567 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
569 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
571 /** called when a bot checks a target to attack */
572 #define EV_BotShouldAttack(i, o) \
573 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
574 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
576 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
579 * called whenever a player goes through a portal gun teleport
580 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
582 #define EV_PortalTeleport(i, o) \
583 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
585 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
588 * called whenever a player uses impulse 33 (help me) in impulse.qc
589 * normally help me ping uses .waypointsprite_attachedforcarrier,
590 * but if your mutator uses something different then you can handle it
591 * in a special manner using this hook
593 #define EV_HelpMePing(i, o) \
594 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
596 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
599 * called when a vehicle initializes
600 * return true to remove the vehicle
602 #define EV_VehicleInit(i, o) \
603 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
605 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
608 * called when a player enters a vehicle
609 * allows mutators to set special settings in this event
611 #define EV_VehicleEnter(i, o) \
612 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
613 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
615 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
618 * called when a player touches a vehicle
619 * return true to stop player from entering the vehicle
621 #define EV_VehicleTouch(i, o) \
622 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
623 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
625 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
628 * called when a player exits a vehicle
629 * allows mutators to set special settings in this event
631 #define EV_VehicleExit(i, o) \
632 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
633 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
635 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
637 /** called when a speedrun is aborted and the player is teleported back to start position */
638 #define EV_AbortSpeedrun(i, o) \
639 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
641 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
643 /** called at when a item is touched. Called early, can edit item properties. */
644 #define EV_ItemTouch(i, o) \
645 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
646 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
647 /**/ o(entity, MUTATOR_ARGV_1_entity) \
649 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
652 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
653 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
654 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
657 /** called after the item has been touched. */
658 #define EV_ItemTouched(i, o) \
659 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
660 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
662 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
664 /** Called when the amount of entity resources changes. Can be used to override
666 #define EV_GetResourceLimit(i, o) \
667 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
668 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
669 /** limit */ i(float, MUTATOR_ARGV_2_float) \
670 /**/ o(float, MUTATOR_ARGV_2_float) \
672 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
674 /** Called when the amount of resource of an entity changes. See RESOURCE_*
675 constants for resource types. Return true to forbid the change. */
676 #define EV_SetResourceAmount(i, o) \
677 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
678 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
679 /**/ o(int, MUTATOR_ARGV_1_int) \
680 /** amount */ i(float, MUTATOR_ARGV_2_float) \
681 /**/ o(float, MUTATOR_ARGV_2_float) \
683 MUTATOR_HOOKABLE(SetResourceAmount, EV_SetResourceAmount);
685 /** Called after the amount of resource of an entity has changed. See RESOURCE_*
686 constants for resource types. Amount wasted is the amount of resource that is
687 above resource limit so it was not given. */
688 #define EV_ResourceAmountChanged(i, o) \
689 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
690 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
691 /** amount */ i(float, MUTATOR_ARGV_2_float) \
692 /** amount wasted */ i(float, MUTATOR_ARGV_3_float) \
694 MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
696 /** Called when entity is being given some resource. See RESOURCE_* constants
697 for resource types. Return true to forbid giving. */
698 #define EV_GiveResource(i, o) \
699 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
700 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
701 /**/ o(int, MUTATOR_ARGV_1_int) \
702 /** amount */ i(float, MUTATOR_ARGV_2_float) \
703 /**/ o(float, MUTATOR_ARGV_2_float) \
705 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
707 /** Called when entity is being given some resource with specified limit. See
708 RESOURCE_* constants for resource types. Return true to forbid giving. */
709 #define EV_GiveResourceWithLimit(i, o) \
710 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
711 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
712 /**/ o(int, MUTATOR_ARGV_1_int) \
713 /** amount */ i(float, MUTATOR_ARGV_2_float) \
714 /**/ o(float, MUTATOR_ARGV_2_float) \
715 /** limit */ i(float, MUTATOR_ARGV_3_float) \
716 /**/ o(float, MUTATOR_ARGV_3_float) \
718 MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
720 /** called at when a player connect */
721 #define EV_ClientConnect(i, o) \
722 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
724 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
726 #define EV_HavocBot_ChooseRole(i, o) \
727 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
729 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
731 /** called when a target is checked for accuracy */
732 #define EV_AccuracyTargetValid(i, o) \
733 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
734 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
736 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
738 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
739 MUT_ACCADD_INVALID, // return this flag to make the function always continue
740 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
743 /** Called when clearing the global parameters for a model */
744 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
746 /** Called when getting the global parameters for a model */
747 #define EV_GetModelParams(i, o) \
748 /** input */ i(string, MUTATOR_ARGV_0_string) \
749 /** command */ i(string, MUTATOR_ARGV_1_string) \
751 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
753 /** called when a bullet has hit a target */
754 #define EV_FireBullet_Hit(i, o) \
755 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
756 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
757 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
758 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
759 /** damage */ i(float, MUTATOR_ARGV_4_float) \
760 /**/ o(float, MUTATOR_ARGV_4_float) \
761 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
763 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
765 #define EV_FixPlayermodel(i, o) \
766 /** model */ i(string, MUTATOR_ARGV_0_string) \
767 /**/ o(string, MUTATOR_ARGV_0_string) \
768 /** skin */ i(int, MUTATOR_ARGV_1_int) \
769 /**/ o(int, MUTATOR_ARGV_1_int) \
770 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
772 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
774 /** Return error to play frag remaining announcements */
775 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
777 #define EV_GrappleHookThink(i, o) \
778 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
779 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
780 /**/ o(int, MUTATOR_ARGV_1_int) \
781 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
782 /**/ o(entity, MUTATOR_ARGV_2_entity) \
783 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
784 /**/ o(float, MUTATOR_ARGV_3_float) \
786 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
788 #define EV_BuffModel_Customize(i, o) \
789 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
790 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
792 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
794 /** called at when a buff is touched. Called early, can edit buff properties. */
795 #define EV_BuffTouch(i, o) \
796 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
797 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
798 /**/ o(entity, MUTATOR_ARGV_1_entity) \
800 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
802 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
804 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
806 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
808 #define EV_GetRecords(i, o) \
809 /** page */ i(int, MUTATOR_ARGV_0_int) \
810 /** record list */ i(string, MUTATOR_ARGV_1_string) \
811 /**/ o(string, MUTATOR_ARGV_1_string) \
813 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
815 #define EV_Race_FinalCheckpoint(i, o) \
816 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
818 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
820 /** called when player triggered kill (or is changing teams), return error to not do anything */
821 #define EV_ClientKill(i, o) \
822 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
823 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
824 /**/ o(float, MUTATOR_ARGV_1_float) \
826 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
828 /** called when player is about to be killed during kill command or changing teams */
829 #define EV_ClientKill_Now(i, o) \
830 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
832 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
834 #define EV_FixClientCvars(i, o) \
835 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
837 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
839 #define EV_SpectateSet(i, o) \
840 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
841 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
842 /**/ o(entity, MUTATOR_ARGV_1_entity) \
844 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
846 #define EV_SpectateNext(i, o) \
847 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
848 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
849 /**/ o(entity, MUTATOR_ARGV_1_entity) \
851 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
853 #define EV_SpectatePrev(i, o) \
854 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
855 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
856 /**/ o(entity, MUTATOR_ARGV_1_entity) \
857 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
859 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
862 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
863 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
864 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
867 /** called when player triggered kill (or is changing teams), return error to not do anything */
868 #define EV_Bot_FixCount(i, o) \
869 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
870 /**/ o(int, MUTATOR_ARGV_0_int) \
871 /** real players */ i(int, MUTATOR_ARGV_1_int) \
872 /**/ o(int, MUTATOR_ARGV_1_int) \
874 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
876 #define EV_ClientCommand_Spectate(i, o) \
877 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
879 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
882 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
883 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
884 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
887 #define EV_CheckRules_World(i, o) \
888 /** status */ i(float, MUTATOR_ARGV_0_float) \
889 /**/ o(float, MUTATOR_ARGV_0_float) \
890 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
891 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
893 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
895 #define EV_WantWeapon(i, o) \
896 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
897 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
898 /**/ o(float, MUTATOR_ARGV_1_float) \
899 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
900 /**/ o(bool, MUTATOR_ARGV_2_bool) \
901 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
902 /**/ o(bool, MUTATOR_ARGV_3_bool) \
904 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
906 #define EV_AddPlayerScore(i, o) \
907 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
908 /** score */ i(float, MUTATOR_ARGV_1_float) \
909 /**/ o(float, MUTATOR_ARGV_1_float) \
910 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
912 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
914 #define EV_AddedPlayerScore(i, o) \
915 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
916 /** score */ i(float, MUTATOR_ARGV_1_float) \
917 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
919 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
921 #define EV_GetPlayerStatus(i, o) \
922 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
924 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
926 #define EV_SetWeaponArena(i, o) \
927 /** arena */ i(string, MUTATOR_ARGV_0_string) \
928 /**/ o(string, MUTATOR_ARGV_0_string) \
930 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
932 #define EV_DropSpecialItems(i, o) \
933 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
935 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
938 * called when an admin tries to kill all monsters
939 * return 1 to prevent spawning
941 #define EV_AllowMobButcher(i, o) \
942 /** reason */ o(string, MUTATOR_ARGV_0_string) \
944 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
946 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
948 #define EV_SendWaypoint(i, o) \
949 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
950 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
951 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
952 /**/ o(int, MUTATOR_ARGV_2_int) \
953 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
954 /**/ o(int, MUTATOR_ARGV_3_int) \
956 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
958 #define EV_TurretValidateTarget(i, o) \
959 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
960 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
961 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
962 /** target score */ o(float, MUTATOR_ARGV_3_float) \
964 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
966 #define EV_TurretThink(i, o) \
967 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
969 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
971 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
974 #define EV_PrepareExplosionByDamage(i, o) \
975 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
976 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
978 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
980 /** called when a monster model is about to be set, allows custom paths etc. */
981 #define EV_MonsterModel(i, o) \
982 /** model */ i(string, MUTATOR_ARGV_0_string) \
983 /** output */ i(string, MUTATOR_ARGV_1_string) \
984 /**/ o(string, MUTATOR_ARGV_1_string) \
986 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
989 * Called before player changes their team. Return true to block team change.
991 #define EV_Player_ChangeTeam(i, o) \
992 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
993 /** current team */ i(float, MUTATOR_ARGV_1_float) \
994 /** new team */ i(float, MUTATOR_ARGV_2_float) \
996 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
999 * Called after player has changed their team.
1001 #define EV_Player_ChangedTeam(i, o) \
1002 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1003 /** old team */ i(float, MUTATOR_ARGV_1_float) \
1004 /** current team */ i(float, MUTATOR_ARGV_2_float) \
1006 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
1009 * Called when player is about to be killed when changing teams. Return true to block killing.
1011 #define EV_Player_ChangeTeamKill(i, o) \
1012 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1014 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
1017 #define EV_URI_GetCallback(i, o) \
1018 /** id */ i(float, MUTATOR_ARGV_0_float) \
1019 /** status */ i(float, MUTATOR_ARGV_1_float) \
1020 /** data */ i(string, MUTATOR_ARGV_2_string) \
1022 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1025 * return true to prevent weapon use for a player
1027 #define EV_ForbidWeaponUse(i, o) \
1028 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1030 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1032 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1033 #define EV_CopyBody(i, o) \
1034 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1035 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1036 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1038 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1040 /** called when sending a chat message, ret argument can be changed to prevent the message */
1041 #define EV_ChatMessage(i, o) \
1042 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1043 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1044 /**/ o(int, MUTATOR_ARGV_1_int) \
1046 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1048 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1049 #define EV_ChatMessageTo(i, o) \
1050 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1051 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1053 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1055 /** return true to just restart the match, for modes that don't support readyrestart */
1056 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1058 /** called when a fusion reactor is validating its target */
1059 #define EV_FusionReactor_ValidTarget(i, o) \
1060 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1061 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1063 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1066 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1067 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1068 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1071 /** return true to hide the 'teamnumbers are imbalanced' message */
1072 #define EV_HideTeamNagger(i, o) \
1073 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1075 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1077 /** return true to show a waypoint while the item is spawning */
1078 #define EV_Item_ScheduleRespawn(i, o) \
1079 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1080 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1082 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1084 /** called before physics stats are set on a player, allows limited early customization */
1085 #define EV_PlayerPhysics_UpdateStats(i, o) \
1086 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1088 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1090 /** return true to use your own aim target (or none at all) */
1091 #define EV_HavocBot_Aim(i, o) \
1092 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1094 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1096 /** return true to skip respawn time calculations */
1097 #define EV_CalculateRespawnTime(i, o) \
1098 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1100 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);