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) \
10 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
13 #define EV_PutClientInServer(i, o) \
14 /** client wanting to spawn */ i(entity, __self) \
16 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
18 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
19 #define EV_PlayerSpawn(i, o) \
20 /** spot that was used, or world */ i(entity, spawn_spot) \
23 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
25 /** called in reset_map */
26 #define EV_reset_map_global(i, o) \
28 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
30 /** called in reset_map */
31 #define EV_reset_map_players(i, o) \
33 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
35 /** returns 1 if clearing player score shall not be allowed */
36 #define EV_ForbidPlayerScore_Clear(i, o) \
38 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
40 /** called when a player disconnects */
41 #define EV_ClientDisconnect(i, o) \
43 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
45 /** called when a player dies to e.g. remove stuff he was carrying. */
46 #define EV_PlayerDies(i, o) \
47 /**/ i(entity, frag_inflictor) \
48 /**/ i(entity, frag_attacker) \
49 /** same as self */ i(entity, frag_target) \
50 /**/ i(int, frag_deathtype) \
52 entity frag_inflictor;
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58 /** called when a player dies to e.g. remove stuff he was carrying */
59 #define EV_PlayHitsound(i, o) \
60 /**/ i(entity, frag_victim) \
63 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
65 /** called when a weapon sound is about to be played, allows custom paths etc. */
66 #define EV_WeaponSound(i, o) \
67 /**/ i(string, weapon_sound) \
68 /**/ i(string, weapon_sound_output) \
69 /**/ o(string, weapon_sound_output) \
72 string weapon_sound_output;
73 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
75 /** called when an item model is about to be set, allows custom paths etc. */
76 #define EV_ItemModel(i, o) \
77 /**/ i(string, item_model) \
78 /**/ i(string, item_model_output) \
79 /**/ o(string, item_model_output) \
82 string item_model_output;
83 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
85 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
86 #define EV_GiveFragsForKill(i, o) \
87 /**/ i(entity, __self) \
88 /** same as self */ i(entity, frag_attacker) \
89 /**/ i(entity, frag_target) \
90 /**/ i(float, frag_score) \
91 /**/ o(float, frag_score) \
94 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
96 /** called when the match ends */
97 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
99 /** should adjust ret_float to contain the team count */
100 #define EV_GetTeamCount(i, o) \
101 /**/ i(float, ret_float) \
102 /**/ o(float, ret_float) \
103 /**/ i(string, ret_string) \
104 /**/ o(string, ret_string) \
107 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
109 /** copies variables for spectating "other" to "self" */
110 #define EV_SpectateCopy(i, o) \
111 /**/ i(entity, other) \
112 /**/ i(entity, __self) \
114 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
116 /** called when formatting a chat message to replace fancy functions */
117 #define EV_FormatMessage(i, o) \
118 /**/ i(string, format_escape) \
119 /**/ i(string, format_replacement) \
120 /**/ o(string, format_replacement) \
121 /**/ i(string, format_message) \
123 string format_escape;
124 string format_replacement;
125 string format_message;
126 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
128 /** returns true if throwing the current weapon shall not be allowed */
129 #define EV_ForbidThrowCurrentWeapon(i, o) \
130 /**/ i(entity, __self) \
132 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
134 /** returns true if dropping the current weapon shall not be allowed at any time including death */
135 #define EV_ForbidDropCurrentWeapon(i, o) \
136 /**/ i(entity, __self) \
138 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
141 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
143 /** allows changing attack rate */
144 #define EV_WeaponRateFactor(i, o) \
145 /**/ i(float, weapon_rate) \
146 /**/ o(float, weapon_rate) \
149 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
151 /** allows changing weapon speed (projectiles mostly) */
152 #define EV_WeaponSpeedFactor(i, o) \
153 /**/ i(float, ret_float) \
154 /**/ o(float, ret_float) \
156 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
158 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
159 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
161 /** called every frame. customizes the waypoint for spectators */
162 #define EV_CustomizeWaypoint(i, o) \
163 /** waypoint */ i(entity, __self) \
164 /** player; other.enemy = spectator */ i(entity, other) \
166 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
169 * 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)
170 * return error to request removal
172 #define EV_FilterItem(i, o) \
173 /** the current item */ i(entity, __self) \
175 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
177 /** return error to request removal */
178 #define EV_TurretSpawn(i, o) \
179 /** turret */ i(entity, __self) \
181 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
183 /** return error to not attack */
184 #define EV_TurretFire(i, o) \
185 /** turret */ i(entity, __self) \
187 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
189 /** return error to not attack */
190 #define EV_Turret_CheckFire(i, o) \
191 /**/ i(bool, ret_bool) \
192 /**/ o(bool, ret_bool) \
195 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
197 /** return error to prevent entity spawn, or modify the entity */
198 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
200 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
201 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
203 /** TODO change this into a general PlayerPostThink hook? */
204 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
206 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
207 #define EV_GetCvars(i, o) \
208 /**/ i(float, get_cvars_f) \
209 /**/ i(string, get_cvars_s) \
213 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
215 /** can edit any "just fired" projectile */
216 #define EV_EditProjectile(i, o) \
217 /**/ i(entity, __self) \
218 /**/ i(entity, other) \
220 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
222 /** called when a monster spawns */
223 #define EV_MonsterSpawn(i, o) \
224 /**/ i(entity, __self) \
226 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
228 /** called when a monster dies */
229 #define EV_MonsterDies(i, o) \
230 /**/ i(entity, frag_target) \
231 /**/ i(entity, frag_attacker) \
233 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
235 /** called when a monster dies */
236 #define EV_MonsterRemove(i, o) \
237 /**/ i(entity, rem_mon) \
239 entity rem_mon; // avoiding ovewriting self & other
240 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
242 /** called when a monster wants to respawn */
243 #define EV_MonsterRespawn(i, o) \
244 /**/ i(entity, other) \
246 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
248 /** called when a monster is dropping loot */
249 #define EV_MonsterDropItem(i, o) \
250 /**/ i(entity, other) \
251 /**/ o(entity, other) \
253 .void(entity this) monster_loot;
254 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
257 * called when a monster moves
258 * returning true makes the monster stop
260 #define EV_MonsterMove(i, o) \
261 /**/ i(entity, __self) \
262 /**/ i(float, monster_speed_run) \
263 /**/ o(float, monster_speed_run) \
264 /**/ i(float, monster_speed_walk) \
265 /**/ o(float, monster_speed_walk) \
266 /**/ i(entity, monster_target) \
268 float monster_speed_run;
269 float monster_speed_walk;
270 entity monster_target;
271 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
273 /** called when a monster looks for another target */
274 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
276 /** called to change a random monster to a miniboss */
277 #define EV_MonsterCheckBossFlag(i, o) \
278 /**/ i(entity, __self) \
280 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
283 * called when a player tries to spawn a monster
284 * return 1 to prevent spawning
286 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
288 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
289 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
290 /**/ i(entity, frag_inflictor) \
291 /**/ i(entity, frag_attacker) \
292 /** same as self */ i(entity, frag_target) \
293 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
294 /**/ i(float, damage_take) \
295 /**/ o(float, damage_take) \
296 /**/ i(float, damage_save) \
297 /**/ o(float, damage_save) \
302 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
305 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
306 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
308 #define EV_PlayerDamage_Calculate(i, o) \
309 /**/ i(entity, frag_inflictor) \
310 /**/ i(entity, frag_attacker) \
311 /**/ i(entity, frag_target) \
312 /**/ i(float, frag_deathtype) \
313 /**/ i(float, frag_damage) \
314 /**/ o(float, frag_damage) \
315 /**/ i(float, frag_mirrordamage) \
316 /**/ o(float, frag_mirrordamage) \
317 /**/ i(vector, frag_force) \
318 /**/ o(vector, frag_force) \
321 float frag_mirrordamage;
323 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
326 * Called when a player is damaged
328 #define EV_PlayerDamaged(i, o) \
329 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
330 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
331 /** health */ i(int, MUTATOR_ARGV_0_int) \
332 /** armor */ i(int, MUTATOR_ARGV_1_int) \
333 /** location */ i(vector, MUTATOR_ARGV_0_vector) \
334 /** deathtype */ i(int, MUTATOR_ARGV_2_int) \
336 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
339 * Called by W_DecreaseAmmo
341 #define EV_W_DecreaseAmmo(i, o) \
342 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
344 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
349 #define EV_W_Reload(i, o) \
350 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
352 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
354 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
355 #define EV_PlayerPowerups(i, o) \
356 /**/ i(entity, __self) \
357 /**/ i(int, olditems) \
360 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
363 * called every player think frame
364 * return 1 to disable regen
367 float regen_mod_regen;
369 float regen_mod_limit;
371 float regen_health_linear;
372 float regen_health_rot;
373 float regen_health_rotlinear;
374 float regen_health_stable;
375 float regen_health_rotstable;
376 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
379 * called when the use key is pressed
380 * if MUTATOR_RETURNVALUE is 1, don't do anything
381 * return 1 if the use key actually did something
383 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
386 * called when a client command is parsed
387 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
388 * NOTE: return true if you handled the command, return false to continue handling
389 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
391 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
393 * if (MUTATOR_RETURNVALUE) // command was already handled?
395 * if (cmd_name == "echocvar" && cmd_argc >= 2)
397 * print(cvar_string(argv(1)), "\n");
400 * if (cmd_name == "echostring" && cmd_argc >= 2)
402 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
408 #define EV_SV_ParseClientCommand(i, o) \
409 /** command name */ i(string, cmd_name) \
410 /** also, argv() can be used */ i(int, cmd_argc) \
411 /** whole command, use only if you really have to */ i(string, cmd_string) \
416 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
418 /** please read EV_SV_ParseClientCommand description before using */
419 #define EV_SV_ParseServerCommand(i, o) \
420 /** command name */ i(string, cmd_name) \
421 /** also, argv() can be used */ i(int, cmd_argc) \
422 /** whole command, use only if you really have to */ i(string, cmd_string) \
427 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
430 * called when a spawnpoint is being evaluated
431 * return 1 to make the spawnpoint unusable
433 #define EV_Spawn_Score(i, o) \
434 /** player wanting to spawn */ i(entity, __self) \
435 /** spot to be evaluated */ i(entity, spawn_spot) \
436 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
437 /**/ o(vector, spawn_score) \
440 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
442 /** runs globally each server frame */
443 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
445 #define EV_SetModname(i, o) \
446 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
449 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
452 * called for each item being spawned on a map, including dropped weapons
453 * return 1 to remove an item
455 #define EV_Item_Spawn(i, o) \
456 /** the item */ i(entity, __self) \
458 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
460 #define EV_SetWeaponreplace(i, o) \
461 /** map entity */ i(entity, __self) \
462 /** weapon info */ i(entity, other) \
463 /**/ i(string, ret_string) \
464 /**/ o(string, ret_string) \
466 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
468 /** called when an item is about to respawn */
469 #define EV_Item_RespawnCountdown(i, o) \
470 /**/ i(string, item_name) \
471 /**/ o(string, item_name) \
472 /**/ i(vector, item_color) \
473 /**/ o(vector, item_color) \
477 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
479 /** called when a bot checks a target to attack */
480 #define EV_BotShouldAttack(i, o) \
481 /**/ i(entity, __self) \
482 /**/ i(entity, checkentity) \
485 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
488 * called whenever a player goes through a portal gun teleport
489 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
491 #define EV_PortalTeleport(i, o) \
492 /**/ i(entity, __self) \
494 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
497 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
498 * normally help me ping uses self.waypointsprite_attachedforcarrier,
499 * but if your mutator uses something different then you can handle it
500 * in a special manner using this hook
502 #define EV_HelpMePing(i, o) \
503 /** the player who pressed impulse 33 */ i(entity, __self) \
505 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
508 * called when a vehicle initializes
509 * return true to remove the vehicle
511 #define EV_VehicleSpawn(i, o) \
512 /**/ i(entity, __self) \
514 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
517 * called when a player enters a vehicle
518 * allows mutators to set special settings in this event
520 #define EV_VehicleEnter(i, o) \
521 /** player */ i(entity, vh_player) \
522 /** vehicle */ i(entity, vh_vehicle) \
526 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
529 * called when a player touches a vehicle
530 * return true to stop player from entering the vehicle
532 #define EV_VehicleTouch(i, o) \
533 /** vehicle */ i(entity, __self) \
534 /** player */ i(entity, other) \
536 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
539 * called when a player exits a vehicle
540 * allows mutators to set special settings in this event
542 #define EV_VehicleExit(i, o) \
543 /** player */ i(entity, vh_player) \
544 /** vehicle */ i(entity, vh_vehicle) \
546 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
548 /** called when a speedrun is aborted and the player is teleported back to start position */
549 #define EV_AbortSpeedrun(i, o) \
550 /** player */ i(entity, __self) \
552 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
554 /** called at when a item is touched. Called early, can edit item properties. */
555 #define EV_ItemTouch(i, o) \
556 /** item */ i(entity, __self) \
557 /** player */ i(entity, other) \
559 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
562 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
563 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
564 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
567 /** called at when a player connect */
568 #define EV_ClientConnect(i, o) \
569 /** player */ i(entity, __self) \
571 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
573 #define EV_HavocBot_ChooseRole(i, o) \
574 /**/ i(entity, __self) \
576 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
578 /** called when a target is checked for accuracy */
579 #define EV_AccuracyTargetValid(i, o) \
580 /** attacker */ i(entity, frag_attacker) \
581 /** target */ i(entity, frag_target) \
583 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
585 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
586 MUT_ACCADD_INVALID, // return this flag to make the function always continue
587 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
590 /** Called when clearing the global parameters for a model */
591 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
593 /** Called when getting the global parameters for a model */
594 #define EV_GetModelParams(i, o) \
595 /** entity id */ i(string, checkmodel_input) \
596 /** entity id */ i(string, checkmodel_command) \
598 string checkmodel_input, checkmodel_command;
599 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
601 /** called when a bullet has hit a target */
602 #define EV_FireBullet_Hit(i, o) \
603 /**/ i(entity, __self) \
604 /**/ i(entity, bullet_hit) \
605 /**/ i(vector, bullet_startpos) \
606 /**/ i(vector, bullet_endpos) \
607 /**/ i(float, frag_damage) \
608 /**/ o(float, frag_damage) \
611 //vector bullet_hitloc; // the end pos matches the hit location, apparently
612 vector bullet_startpos;
613 vector bullet_endpos;
615 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
617 #define EV_FixPlayermodel(i, o) \
618 /**/ i(string, ret_string) \
619 /**/ o(string, ret_string) \
620 /**/ i(int, ret_int) \
621 /**/ o(int, ret_int) \
624 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
626 /** Return error to play frag remaining announcements */
627 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
629 #define EV_GrappleHookThink(i, o) \
630 /**/ i(entity, __self) \
631 /**/ i(int, hook_tarzan) \
632 /**/ o(int, hook_tarzan) \
633 /**/ i(entity, hook_pullentity) \
634 /**/ o(entity, hook_pullentity) \
635 /**/ i(float, hook_velmultiplier) \
636 /**/ o(float, hook_velmultiplier) \
639 entity hook_pullentity;
640 float hook_velmultiplier;
641 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
643 #define EV_BuffModel_Customize(i, o) \
644 /**/ i(entity, __self) \
645 /**/ i(entity, buff_player) \
648 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
650 /** called at when a buff is touched. Called early, can edit buff properties. */
651 #define EV_BuffTouch(i, o) \
652 /** item */ i(entity, __self) \
653 /** player */ i(entity, other) \
655 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
657 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
659 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
661 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
663 #define EV_GetRecords(i, o) \
664 /**/ i(int, record_page) \
665 /**/ i(string, ret_string) \
666 /**/ o(string, ret_string) \
669 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
671 #define EV_Race_FinalCheckpoint(i, o) \
672 /**/ i(entity, race_player) \
675 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
677 /** called when player triggered kill (or is changing teams), return error to not do anything */
678 #define EV_ClientKill(i, o) \
679 /** player */ i(entity, __self) \
680 /* kill delay */ i(float, ret_float) \
681 /* kill delay */ o(float, ret_float) \
683 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
685 #define EV_FixClientCvars(i, o) \
686 /**/ i(entity, fix_client) \
689 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
691 #define EV_SpectateSet(i, o) \
692 /**/ i(entity, __self) \
693 /**/ i(entity, spec_player) \
694 /**/ o(entity, spec_player) \
697 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
699 #define EV_SpectateNext(i, o) \
700 /**/ i(entity, __self) \
701 /**/ i(entity, spec_player) \
702 /**/ o(entity, spec_player) \
704 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
706 #define EV_SpectatePrev(i, o) \
707 /**/ i(entity, __self) \
708 /**/ i(entity, spec_player) \
709 /**/ o(entity, spec_player) \
710 /**/ i(entity, spec_first) \
713 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
716 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
717 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
718 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
721 /** called when player triggered kill (or is changing teams), return error to not do anything */
722 #define EV_Bot_FixCount(i, o) \
723 /**/ i(int, bot_activerealplayers) \
724 /**/ o(int, bot_activerealplayers) \
725 /**/ i(int, bot_realplayers) \
726 /**/ o(int, bot_realplayers) \
728 int bot_activerealplayers;
730 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
732 #define EV_ClientCommand_Spectate(i, o) \
733 /**/ i(entity, __self) \
735 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
738 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
739 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
740 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
743 #define EV_CheckRules_World(i, o) \
744 /* status */ i(float, ret_float) \
745 /* status */ o(float, ret_float) \
746 /* time limit */ i(float, checkrules_timelimit) \
747 /* frag limit */ i(int, checkrules_fraglimit) \
749 float checkrules_timelimit;
750 int checkrules_fraglimit;
751 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
753 #define EV_WantWeapon(i, o) \
754 /**/ i(entity, want_weaponinfo) \
755 /**/ i(float, ret_float) \
756 /**/ o(float, ret_float) \
757 /**/ i(bool, want_allguns) \
758 /**/ o(bool, want_allguns) \
759 /**/ i(bool, want_mutatorblocked) \
760 /**/ o(bool, want_mutatorblocked) \
762 entity want_weaponinfo;
764 bool want_mutatorblocked;
765 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
767 #define EV_AddPlayerScore(i, o) \
768 /**/ i(int, score_field) \
769 /**/ i(float, ret_float) \
770 /**/ o(float, ret_float) \
773 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
775 #define EV_GetPlayerStatus(i, o) \
776 /**/ i(entity, set_player) \
777 /**/ i(string, ret_string) \
778 /**/ o(string, ret_string) \
781 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
783 #define EV_SetWeaponArena(i, o) \
784 /**/ i(string, ret_string) \
785 /**/ o(string, ret_string) \
787 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
789 #define EV_DropSpecialItems(i, o) \
790 /**/ i(entity, frag_target) \
792 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
795 * called when an admin tries to kill all monsters
796 * return 1 to prevent spawning
798 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
800 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
802 #define EV_SendWaypoint(i, o) \
803 /**/ i(entity, __self) \
804 /**/ i(entity, wp_sendto) \
805 /**/ i(int, wp_sendflags) \
806 /**/ o(int, wp_sendflags) \
807 /**/ i(int, wp_flag) \
808 /**/ o(int, wp_flag) \
813 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
815 #define EV_TurretValidateTarget(i, o) \
816 /**/ i(entity, turret_this) \
817 /**/ i(entity, turret_target) \
818 /**/ i(int, turret_vflags) \
821 entity turret_target;
823 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
825 #define EV_TurretThink(i, o) \
826 /**/ i(entity, __self) \
828 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
830 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
833 #define EV_PrepareExplosionByDamage(i, o) \
834 /**/ i(entity, __self) \
835 /**/ i(entity, frag_attacker) \
837 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
839 /** called when a monster model is about to be set, allows custom paths etc. */
840 #define EV_MonsterModel(i, o) \
841 /**/ i(string, monster_model) \
842 /**/ i(string, monster_model_output) \
843 /**/ o(string, monster_model_output) \
845 string monster_model;
846 string monster_model_output;
847 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
850 #define EV_Player_ChangeTeam(i, o) \
851 /**/ i(entity, __self) \
852 /**/ i(float, pct_curteam) \
853 /**/ i(float, pct_newteam) \
857 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
860 #define EV_URI_GetCallback(i, o) \
861 /**/ i(float, uricb_id) \
862 /**/ i(float, uricb_status) \
863 /**/ i(string, uricb_data) \
868 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);