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, MUTATOR_ARGV_0_entity) \
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 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
21 /** spot that was used, or world */ i(entity, MUTATOR_ARGV_1_entity) \
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 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
48 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
49 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
50 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
51 /** damage */ i(float, MUTATOR_ARGV_4_float) \
52 /** damage */ o(float, MUTATOR_ARGV_4_float) \
54 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
56 /** called when a player dies to e.g. remove stuff he was carrying */
57 #define EV_PlayHitsound(i, o) \
58 /**/ i(entity, frag_victim) \
61 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
63 /** called when a weapon sound is about to be played, allows custom paths etc. */
64 #define EV_WeaponSound(i, o) \
65 /**/ i(string, weapon_sound) \
66 /**/ i(string, weapon_sound_output) \
67 /**/ o(string, weapon_sound_output) \
70 string weapon_sound_output;
71 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
73 /** called when an item model is about to be set, allows custom paths etc. */
74 #define EV_ItemModel(i, o) \
75 /**/ i(string, item_model) \
76 /**/ i(string, item_model_output) \
77 /**/ o(string, item_model_output) \
80 string item_model_output;
81 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
83 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
84 #define EV_GiveFragsForKill(i, o) \
85 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
86 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
87 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
88 /** */ o(float, MUTATOR_ARGV_2_float) \
90 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
92 /** called when the match ends */
93 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
95 /** should adjust ret_float to contain the team count */
96 #define EV_GetTeamCount(i, o) \
97 /**/ i(float, ret_float) \
98 /**/ o(float, ret_float) \
99 /**/ i(string, ret_string) \
100 /**/ o(string, ret_string) \
103 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
105 /** copies variables for spectating "other" to "self" */
106 #define EV_SpectateCopy(i, o) \
107 /**/ i(entity, other) \
108 /**/ i(entity, __self) \
110 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
112 /** called when formatting a chat message to replace fancy functions */
113 #define EV_FormatMessage(i, o) \
114 /**/ i(entity, __self) \
115 /**/ i(string, format_escape) \
116 /**/ i(string, format_replacement) \
117 /**/ o(string, format_replacement) \
118 /**/ i(string, format_message) \
120 string format_escape;
121 string format_replacement;
122 string format_message;
123 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
125 /** returns true if throwing the current weapon shall not be allowed */
126 #define EV_ForbidThrowCurrentWeapon(i, o) \
127 /**/ i(entity, __self) \
129 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
131 /** returns true if dropping the current weapon shall not be allowed at any time including death */
132 #define EV_ForbidDropCurrentWeapon(i, o) \
133 /**/ i(entity, __self) \
135 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
138 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
140 /** allows changing attack rate */
141 #define EV_WeaponRateFactor(i, o) \
142 /**/ i(float, weapon_rate) \
143 /**/ o(float, weapon_rate) \
146 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
148 /** allows changing weapon speed (projectiles mostly) */
149 #define EV_WeaponSpeedFactor(i, o) \
150 /**/ i(float, ret_float) \
151 /**/ o(float, ret_float) \
153 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
155 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
156 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
158 /** called every frame. customizes the waypoint for spectators */
159 #define EV_CustomizeWaypoint(i, o) \
160 /** waypoint */ i(entity, __self) \
161 /** player; other.enemy = spectator */ i(entity, other) \
163 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
166 * 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)
167 * return error to request removal
169 #define EV_FilterItem(i, o) \
170 /** the current item */ i(entity, __self) \
172 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
174 /** return error to request removal */
175 #define EV_TurretSpawn(i, o) \
176 /** turret */ i(entity, __self) \
178 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
180 /** return error to not attack */
181 #define EV_TurretFire(i, o) \
182 /** turret */ i(entity, __self) \
184 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
186 /** return error to not attack */
187 #define EV_Turret_CheckFire(i, o) \
188 /**/ i(bool, ret_bool) \
189 /**/ o(bool, ret_bool) \
192 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
194 /** return error to prevent entity spawn, or modify the entity */
195 #define EV_OnEntityPreSpawn(i, o) \
196 /** turret */ i(entity, __self) \
198 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
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 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
218 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
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 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
231 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
232 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
234 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
236 /** called when a monster dies */
237 #define EV_MonsterRemove(i, o) \
238 /**/ i(entity, rem_mon) \
240 entity rem_mon; // avoiding ovewriting self & other
241 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
243 /** called when a monster wants to respawn */
244 #define EV_MonsterRespawn(i, o) \
245 /**/ i(entity, other) \
247 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
249 /** called when a monster is dropping loot */
250 #define EV_MonsterDropItem(i, o) \
251 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
252 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
253 /**/ o(entity, MUTATOR_ARGV_1_entity) \
254 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
256 .void(entity this) monster_loot;
257 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
260 * called when a monster moves
261 * returning true makes the monster stop
263 #define EV_MonsterMove(i, o) \
264 /**/ i(entity, __self) \
265 /**/ i(float, monster_speed_run) \
266 /**/ o(float, monster_speed_run) \
267 /**/ i(float, monster_speed_walk) \
268 /**/ o(float, monster_speed_walk) \
269 /**/ i(entity, monster_target) \
271 float monster_speed_run;
272 float monster_speed_walk;
273 entity monster_target;
274 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
276 /** called when a monster looks for another target */
277 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
279 /** called to change a random monster to a miniboss */
280 #define EV_MonsterCheckBossFlag(i, o) \
281 /**/ i(entity, __self) \
283 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
286 * called when a player tries to spawn a monster
287 * return 1 to prevent spawning
289 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
291 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
292 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
293 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
294 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
295 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
296 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
297 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
298 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
299 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
300 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
301 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
302 /** damage */ i(float, MUTATOR_ARGV_7_float) \
304 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
307 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
308 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
310 #define EV_PlayerDamage_Calculate(i, o) \
311 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
312 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
313 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
314 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
315 /** damage */ i(float, MUTATOR_ARGV_4_float) \
316 /** damage */ o(float, MUTATOR_ARGV_4_float) \
317 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
318 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
319 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
320 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
322 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
325 * Called when a player is damaged
327 #define EV_PlayerDamaged(i, o) \
328 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
329 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
330 /** health */ i(int, MUTATOR_ARGV_2_int) \
331 /** armor */ i(int, MUTATOR_ARGV_3_int) \
332 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
333 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
335 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
338 * Called by W_DecreaseAmmo
340 #define EV_W_DecreaseAmmo(i, o) \
341 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
343 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
348 #define EV_W_Reload(i, o) \
349 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
351 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
353 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
354 #define EV_PlayerPowerups(i, o) \
355 /**/ i(entity, __self) \
356 /**/ i(int, olditems) \
359 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
362 * called every player think frame
363 * return 1 to disable regen
366 float regen_mod_regen;
368 float regen_mod_limit;
370 float regen_health_linear;
371 float regen_health_rot;
372 float regen_health_rotlinear;
373 float regen_health_stable;
374 float regen_health_rotstable;
375 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
378 * called when the use key is pressed
379 * if MUTATOR_RETURNVALUE is 1, don't do anything
380 * return 1 if the use key actually did something
382 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
385 * called when a client command is parsed
386 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
387 * NOTE: return true if you handled the command, return false to continue handling
388 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
390 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
392 * if (MUTATOR_RETURNVALUE) // command was already handled?
394 * if (cmd_name == "echocvar" && cmd_argc >= 2)
396 * print(cvar_string(argv(1)), "\n");
399 * if (cmd_name == "echostring" && cmd_argc >= 2)
401 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
407 #define EV_SV_ParseClientCommand(i, o) \
408 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
409 /** command name */ i(string, MUTATOR_ARGV_1_string) \
410 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
411 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
413 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
415 /** please read EV_SV_ParseClientCommand description before using */
416 #define EV_SV_ParseServerCommand(i, o) \
417 /** command name */ i(string, MUTATOR_ARGV_0_string) \
418 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
419 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
421 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
424 * called when a spawnpoint is being evaluated
425 * return 1 to make the spawnpoint unusable
427 #define EV_Spawn_Score(i, o) \
428 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
429 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
430 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_0_vector) \
431 /**/ o(vector, MUTATOR_ARGV_0_vector) \
433 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
435 /** runs globally each server frame */
436 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
438 #define EV_SetModname(i, o) \
439 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
442 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
445 * called for each item being spawned on a map, including dropped weapons
446 * return 1 to remove an item
448 #define EV_Item_Spawn(i, o) \
449 /** the item */ i(entity, __self) \
451 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
453 #define EV_SetWeaponreplace(i, o) \
454 /** map entity */ i(entity, __self) \
455 /** weapon info */ i(entity, other) \
456 /**/ i(string, ret_string) \
457 /**/ o(string, ret_string) \
459 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
461 /** called when an item is about to respawn */
462 #define EV_Item_RespawnCountdown(i, o) \
463 /**/ i(string, item_name) \
464 /**/ o(string, item_name) \
465 /**/ i(vector, item_color) \
466 /**/ o(vector, item_color) \
470 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
472 /** called when a bot checks a target to attack */
473 #define EV_BotShouldAttack(i, o) \
474 /**/ i(entity, __self) \
475 /**/ i(entity, checkentity) \
478 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
481 * called whenever a player goes through a portal gun teleport
482 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
484 #define EV_PortalTeleport(i, o) \
485 /**/ i(entity, __self) \
487 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
490 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
491 * normally help me ping uses self.waypointsprite_attachedforcarrier,
492 * but if your mutator uses something different then you can handle it
493 * in a special manner using this hook
495 #define EV_HelpMePing(i, o) \
496 /** the player who pressed impulse 33 */ i(entity, __self) \
498 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
501 * called when a vehicle initializes
502 * return true to remove the vehicle
504 #define EV_VehicleSpawn(i, o) \
505 /**/ i(entity, __self) \
507 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
510 * called when a player enters a vehicle
511 * allows mutators to set special settings in this event
513 #define EV_VehicleEnter(i, o) \
514 /** player */ i(entity, vh_player) \
515 /** vehicle */ i(entity, vh_vehicle) \
519 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
522 * called when a player touches a vehicle
523 * return true to stop player from entering the vehicle
525 #define EV_VehicleTouch(i, o) \
526 /** vehicle */ i(entity, __self) \
527 /** player */ i(entity, other) \
529 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
532 * called when a player exits a vehicle
533 * allows mutators to set special settings in this event
535 #define EV_VehicleExit(i, o) \
536 /** player */ i(entity, vh_player) \
537 /** vehicle */ i(entity, vh_vehicle) \
539 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
541 /** called when a speedrun is aborted and the player is teleported back to start position */
542 #define EV_AbortSpeedrun(i, o) \
543 /** player */ i(entity, __self) \
545 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
547 /** called at when a item is touched. Called early, can edit item properties. */
548 #define EV_ItemTouch(i, o) \
549 /** item */ i(entity, __self) \
550 /** player */ i(entity, other) \
552 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
555 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
556 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
557 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
560 /** called at when a player connect */
561 #define EV_ClientConnect(i, o) \
562 /** player */ i(entity, __self) \
564 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
566 #define EV_HavocBot_ChooseRole(i, o) \
567 /**/ i(entity, __self) \
569 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
571 /** called when a target is checked for accuracy */
572 #define EV_AccuracyTargetValid(i, o) \
573 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
574 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
576 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
578 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
579 MUT_ACCADD_INVALID, // return this flag to make the function always continue
580 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
583 /** Called when clearing the global parameters for a model */
584 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
586 /** Called when getting the global parameters for a model */
587 #define EV_GetModelParams(i, o) \
588 /** entity id */ i(string, checkmodel_input) \
589 /** entity id */ i(string, checkmodel_command) \
591 string checkmodel_input, checkmodel_command;
592 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
594 /** called when a bullet has hit a target */
595 #define EV_FireBullet_Hit(i, o) \
596 /**/ i(entity, __self) \
597 /**/ i(entity, bullet_hit) \
598 /**/ i(vector, bullet_startpos) \
599 /**/ i(vector, bullet_endpos) \
600 /**/ i(float, frag_damage) \
601 /**/ o(float, frag_damage) \
604 //vector bullet_hitloc; // the end pos matches the hit location, apparently
605 vector bullet_startpos;
606 vector bullet_endpos;
608 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
610 #define EV_FixPlayermodel(i, o) \
611 /**/ i(string, ret_string) \
612 /**/ o(string, ret_string) \
613 /**/ i(int, ret_int) \
614 /**/ o(int, ret_int) \
617 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
619 /** Return error to play frag remaining announcements */
620 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
622 #define EV_GrappleHookThink(i, o) \
623 /**/ i(entity, __self) \
624 /**/ i(int, hook_tarzan) \
625 /**/ o(int, hook_tarzan) \
626 /**/ i(entity, hook_pullentity) \
627 /**/ o(entity, hook_pullentity) \
628 /**/ i(float, hook_velmultiplier) \
629 /**/ o(float, hook_velmultiplier) \
632 entity hook_pullentity;
633 float hook_velmultiplier;
634 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
636 #define EV_BuffModel_Customize(i, o) \
637 /**/ i(entity, __self) \
638 /**/ i(entity, buff_player) \
641 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
643 /** called at when a buff is touched. Called early, can edit buff properties. */
644 #define EV_BuffTouch(i, o) \
645 /** item */ i(entity, __self) \
646 /** player */ i(entity, other) \
648 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
650 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
652 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
654 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
656 #define EV_GetRecords(i, o) \
657 /**/ i(int, record_page) \
658 /**/ i(string, ret_string) \
659 /**/ o(string, ret_string) \
662 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
664 #define EV_Race_FinalCheckpoint(i, o) \
665 /**/ i(entity, race_player) \
668 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
670 /** called when player triggered kill (or is changing teams), return error to not do anything */
671 #define EV_ClientKill(i, o) \
672 /** player */ i(entity, __self) \
673 /* kill delay */ i(float, ret_float) \
674 /* kill delay */ o(float, ret_float) \
676 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
678 #define EV_FixClientCvars(i, o) \
679 /**/ i(entity, fix_client) \
682 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
684 #define EV_SpectateSet(i, o) \
685 /**/ i(entity, __self) \
686 /**/ i(entity, spec_player) \
687 /**/ o(entity, spec_player) \
690 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
692 #define EV_SpectateNext(i, o) \
693 /**/ i(entity, __self) \
694 /**/ i(entity, spec_player) \
695 /**/ o(entity, spec_player) \
697 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
699 #define EV_SpectatePrev(i, o) \
700 /**/ i(entity, __self) \
701 /**/ i(entity, spec_player) \
702 /**/ o(entity, spec_player) \
703 /**/ i(entity, spec_first) \
706 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
709 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
710 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
711 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
714 /** called when player triggered kill (or is changing teams), return error to not do anything */
715 #define EV_Bot_FixCount(i, o) \
716 /**/ i(int, bot_activerealplayers) \
717 /**/ o(int, bot_activerealplayers) \
718 /**/ i(int, bot_realplayers) \
719 /**/ o(int, bot_realplayers) \
721 int bot_activerealplayers;
723 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
725 #define EV_ClientCommand_Spectate(i, o) \
726 /**/ i(entity, __self) \
728 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
731 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
732 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
733 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
736 #define EV_CheckRules_World(i, o) \
737 /* status */ i(float, ret_float) \
738 /* status */ o(float, ret_float) \
739 /* time limit */ i(float, checkrules_timelimit) \
740 /* frag limit */ i(int, checkrules_fraglimit) \
742 float checkrules_timelimit;
743 int checkrules_fraglimit;
744 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
746 #define EV_WantWeapon(i, o) \
747 /**/ i(entity, want_weaponinfo) \
748 /**/ i(float, ret_float) \
749 /**/ o(float, ret_float) \
750 /**/ i(bool, want_allguns) \
751 /**/ o(bool, want_allguns) \
752 /**/ i(bool, want_mutatorblocked) \
753 /**/ o(bool, want_mutatorblocked) \
755 entity want_weaponinfo;
757 bool want_mutatorblocked;
758 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
760 #define EV_AddPlayerScore(i, o) \
761 /**/ i(int, score_field) \
762 /**/ i(float, ret_float) \
763 /**/ o(float, ret_float) \
766 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
768 #define EV_GetPlayerStatus(i, o) \
769 /**/ i(entity, set_player) \
770 /**/ i(string, ret_string) \
771 /**/ o(string, ret_string) \
774 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
776 #define EV_SetWeaponArena(i, o) \
777 /**/ i(string, ret_string) \
778 /**/ o(string, ret_string) \
780 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
782 #define EV_DropSpecialItems(i, o) \
783 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
785 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
788 * called when an admin tries to kill all monsters
789 * return 1 to prevent spawning
791 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
793 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
795 #define EV_SendWaypoint(i, o) \
796 /**/ i(entity, __self) \
797 /**/ i(entity, wp_sendto) \
798 /**/ i(int, wp_sendflags) \
799 /**/ o(int, wp_sendflags) \
800 /**/ i(int, wp_flag) \
801 /**/ o(int, wp_flag) \
806 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
808 #define EV_TurretValidateTarget(i, o) \
809 /**/ i(entity, turret_this) \
810 /**/ i(entity, turret_target) \
811 /**/ i(int, turret_vflags) \
814 entity turret_target;
816 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
818 #define EV_TurretThink(i, o) \
819 /**/ i(entity, __self) \
821 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
823 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
826 #define EV_PrepareExplosionByDamage(i, o) \
827 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
828 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
830 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
832 /** called when a monster model is about to be set, allows custom paths etc. */
833 #define EV_MonsterModel(i, o) \
834 /**/ i(string, monster_model) \
835 /**/ i(string, monster_model_output) \
836 /**/ o(string, monster_model_output) \
838 string monster_model;
839 string monster_model_output;
840 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
843 #define EV_Player_ChangeTeam(i, o) \
844 /**/ i(entity, __self) \
845 /**/ i(float, pct_curteam) \
846 /**/ i(float, pct_newteam) \
850 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
853 #define EV_URI_GetCallback(i, o) \
854 /**/ i(float, uricb_id) \
855 /**/ i(float, uricb_status) \
856 /**/ i(string, uricb_data) \
861 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);