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Merge branch 'terencehill/menu_optimization' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / events.qh
1 #ifndef SERVER_MUTATORS_EVENTS_H
2 #define SERVER_MUTATORS_EVENTS_H
3
4 #include <common/mutators/base.qh>
5
6 // register all possible hooks here
7
8 /** called when a player becomes observer, after shared setup */
9 #define EV_MakePlayerObserver(i, o) \
10     /**/
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
12
13 /** */
14 #define EV_PutClientInServer(i, o) \
15     /** client wanting to spawn */ i(entity, __self) \
16     /**/
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
18
19 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
20 #define EV_PlayerSpawn(i, o) \
21     /** spot that was used, or world */ i(entity, spawn_spot) \
22     /**/
23 entity spawn_spot;
24 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
25
26 /** called in reset_map */
27 #define EV_reset_map_global(i, o) \
28     /**/
29 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
30
31 /** called in reset_map */
32 #define EV_reset_map_players(i, o) \
33     /**/
34 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
35
36 /** returns 1 if clearing player score shall not be allowed */
37 #define EV_ForbidPlayerScore_Clear(i, o) \
38     /**/
39 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
40
41 /** called when a player disconnects */
42 #define EV_ClientDisconnect(i, o) \
43     /**/
44 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
45
46 /** called when a player dies to e.g. remove stuff he was carrying. */
47 #define EV_PlayerDies(i, o) \
48     /**/ i(entity, frag_inflictor) \
49     /**/ i(entity, frag_attacker) \
50     /** same as self */ i(entity, frag_target) \
51     /**/ i(int, frag_deathtype) \
52     /**/
53 entity frag_inflictor;
54 entity frag_attacker;
55 entity frag_target;
56 int frag_deathtype;
57 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58
59 /** called when a player dies to e.g. remove stuff he was carrying */
60 #define EV_PlayHitsound(i, o) \
61     /**/ i(entity, frag_victim) \
62     /**/
63 entity frag_victim;
64 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
65
66 /** called when a weapon sound is about to be played, allows custom paths etc. */
67 #define EV_WeaponSound(i, o) \
68     /**/ i(string, weapon_sound) \
69     /**/ i(string, weapon_sound_output) \
70     /**/ o(string, weapon_sound_output) \
71     /**/
72 string weapon_sound;
73 string weapon_sound_output;
74 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
75
76 /** called when an item model is about to be set, allows custom paths etc. */
77 #define EV_ItemModel(i, o) \
78     /**/ i(string, item_model) \
79     /**/ i(string, item_model_output) \
80     /**/ o(string, item_model_output) \
81     /**/
82 string item_model;
83 string item_model_output;
84 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
85
86 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
87 #define EV_GiveFragsForKill(i, o) \
88     /**/ i(entity, __self) \
89     /** same as self */ i(entity, frag_attacker) \
90     /**/ i(entity, frag_target) \
91     /**/ i(float, frag_score) \
92     /**/ o(float, frag_score) \
93     /**/
94 float frag_score;
95 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
96
97 /** called when the match ends */
98 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
99
100 /** should adjust ret_float to contain the team count */
101 #define EV_GetTeamCount(i, o) \
102     /**/ i(float, ret_float) \
103     /**/ o(float, ret_float) \
104     /**/ i(string, ret_string) \
105     /**/ o(string, ret_string) \
106     /**/
107 float ret_float;
108 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
109
110 /** copies variables for spectating "other" to "self" */
111 #define EV_SpectateCopy(i, o) \
112     /**/ i(entity, other) \
113     /**/ i(entity, __self) \
114     /**/
115 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
116
117 /** called when formatting a chat message to replace fancy functions */
118 #define EV_FormatMessage(i, o) \
119     /**/ i(string, format_escape) \
120     /**/ i(string, format_replacement) \
121     /**/ o(string, format_replacement) \
122     /**/ i(string, format_message) \
123     /**/
124 string format_escape;
125 string format_replacement;
126 string format_message;
127 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
128
129 /** returns true if throwing the current weapon shall not be allowed */
130 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
131
132 /** returns true if dropping the current weapon shall not be allowed at any time including death */
133 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
134
135 /**  */
136 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
137
138 /** allows changing attack rate */
139 #define EV_WeaponRateFactor(i, o) \
140     /**/ i(float, weapon_rate) \
141     /**/ o(float, weapon_rate) \
142     /**/
143 float weapon_rate;
144 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
145
146 /** allows changing weapon speed (projectiles mostly) */
147 #define EV_WeaponSpeedFactor(i, o) \
148     /**/ i(float, ret_float) \
149     /**/ o(float, ret_float) \
150     /**/
151 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
152
153 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
154 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
155
156 /** called every frame. customizes the waypoint for spectators */
157 #define EV_CustomizeWaypoint(i, o) \
158     /** waypoint */ i(entity, __self) \
159     /** player; other.enemy = spectator */ i(entity, other) \
160     /**/
161 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
162
163 /**
164  * 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)
165  * return error to request removal
166  */
167 #define EV_FilterItem(i, o) \
168     /** the current item */ i(entity, __self) \
169     /**/
170 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
171
172 /** return error to request removal */
173 #define EV_TurretSpawn(i, o) \
174     /** turret */ i(entity, __self) \
175     /**/
176 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
177
178 /** return error to not attack */
179 #define EV_TurretFire(i, o) \
180     /** turret */ i(entity, __self) \
181     /**/
182 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
183
184 /** return error to not attack */
185 #define EV_Turret_CheckFire(i, o) \
186     /**/ i(bool, ret_bool) \
187     /**/ o(bool, ret_bool) \
188     /**/
189 bool ret_bool;
190 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
191
192 /** return error to prevent entity spawn, or modify the entity */
193 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
194
195 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
196 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
197
198 /** TODO change this into a general PlayerPostThink hook? */
199 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
200
201 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
202 #define EV_GetCvars(i, o) \
203     /**/ i(float, get_cvars_f) \
204     /**/ i(string, get_cvars_s) \
205     /**/
206 float get_cvars_f;
207 string get_cvars_s;
208 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
209
210 /** can edit any "just fired" projectile */
211 #define EV_EditProjectile(i, o) \
212     /**/ i(entity, __self) \
213     /**/ i(entity, other) \
214     /**/
215 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
216
217 /** called when a monster spawns */
218 #define EV_MonsterSpawn(i, o) \
219     /**/ i(entity, __self) \
220     /**/
221 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
222
223 /** called when a monster dies */
224 #define EV_MonsterDies(i, o) \
225     /**/ i(entity, frag_target) \
226     /**/ i(entity, frag_attacker) \
227     /**/
228 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
229
230 /** called when a monster dies */
231 #define EV_MonsterRemove(i, o) \
232     /**/ i(entity, rem_mon) \
233     /**/
234 entity rem_mon; // avoiding ovewriting self & other
235 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
236
237 /** called when a monster wants to respawn */
238 #define EV_MonsterRespawn(i, o) \
239     /**/ i(entity, other) \
240     /**/
241 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
242
243 /** called when a monster is dropping loot */
244 #define EV_MonsterDropItem(i, o) \
245     /**/ i(entity, other) \
246     /**/ o(entity, other) \
247     /**/
248 .void(entity this) monster_loot;
249 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
250
251 /**
252  * called when a monster moves
253  * returning true makes the monster stop
254  */
255 #define EV_MonsterMove(i, o) \
256     /**/ i(entity, __self) \
257     /**/ i(float, monster_speed_run) \
258     /**/ o(float, monster_speed_run) \
259     /**/ i(float, monster_speed_walk) \
260     /**/ o(float, monster_speed_walk) \
261     /**/ i(entity, monster_target) \
262     /**/
263 float monster_speed_run;
264 float monster_speed_walk;
265 entity monster_target;
266 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
267
268 /** called when a monster looks for another target */
269 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
270
271 /** called to change a random monster to a miniboss */
272 #define EV_MonsterCheckBossFlag(i, o) \
273     /**/ i(entity, __self) \
274     /**/
275 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
276
277 /**
278  * called when a player tries to spawn a monster
279  * return 1 to prevent spawning
280  */
281 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
282
283 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
284 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
285     /**/ i(entity, frag_inflictor) \
286     /**/ i(entity, frag_attacker) \
287     /** same as self */ i(entity, frag_target) \
288     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
289     /**/ i(float, damage_take) \
290     /**/ o(float, damage_take) \
291         /**/ i(float, damage_save) \
292     /**/ o(float, damage_save) \
293     /**/
294 vector damage_force;
295 float damage_take;
296 float damage_save;
297 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
298
299 /**
300  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
301  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
302  */
303 #define EV_PlayerDamage_Calculate(i, o) \
304     /**/ i(entity, frag_inflictor) \
305     /**/ i(entity, frag_attacker) \
306     /**/ i(entity, frag_target) \
307     /**/ i(float, frag_deathtype) \
308         /**/ i(float, frag_damage) \
309     /**/ o(float, frag_damage) \
310         /**/ i(float, frag_mirrordamage) \
311     /**/ o(float, frag_mirrordamage) \
312     /**/ i(vector, frag_force) \
313     /**/ o(vector, frag_force) \
314     /**/
315 float frag_damage;
316 float frag_mirrordamage;
317 vector frag_force;
318 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
319
320 /**
321  * Called when a player is damaged
322  */
323 #define EV_PlayerDamaged(i, o) \
324     /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
325     /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
326     /** health    */ i(int,    MUTATOR_ARGV_0_int) \
327     /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
328     /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
329     /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
330     /**/
331 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
332
333 /**
334  * Called by W_DecreaseAmmo
335  */
336 #define EV_W_DecreaseAmmo(i, o) \
337     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
338     /**/
339 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
340
341 /**
342  * Called by W_Reload
343  */
344 #define EV_W_Reload(i, o) \
345     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
346     /**/
347 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
348
349 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
350 #define EV_PlayerPowerups(i, o) \
351     /**/ i(entity, __self) \
352     /**/ i(int, olditems) \
353     /**/
354 int olditems;
355 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
356
357 /**
358  * called every player think frame
359  * return 1 to disable regen
360  */
361 float regen_mod_max;
362 float regen_mod_regen;
363 float regen_mod_rot;
364 float regen_mod_limit;
365 float regen_health;
366 float regen_health_linear;
367 float regen_health_rot;
368 float regen_health_rotlinear;
369 float regen_health_stable;
370 float regen_health_rotstable;
371 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
372
373 /**
374  * called when the use key is pressed
375  * if MUTATOR_RETURNVALUE is 1, don't do anything
376  * return 1 if the use key actually did something
377  */
378 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
379
380 /**
381  * called when a client command is parsed
382  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
383  * NOTE: return true if you handled the command, return false to continue handling
384  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
385  * // example:
386  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
387  * {
388  *     if (MUTATOR_RETURNVALUE) // command was already handled?
389  *         return false;
390  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
391  *     {
392  *         print(cvar_string(argv(1)), "\n");
393  *         return true;
394  *     }
395  *     if (cmd_name == "echostring" && cmd_argc >= 2)
396  *     {
397  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
398  *         return true;
399  *     }
400  *     return false;
401  * }
402  */
403 #define EV_SV_ParseClientCommand(i, o) \
404     /** command name */ i(string, cmd_name) \
405     /** also, argv() can be used */ i(int, cmd_argc) \
406     /** whole command, use only if you really have to */ i(string, cmd_string) \
407     /**/
408 string cmd_name;
409 int cmd_argc;
410 string cmd_string;
411 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
412
413 /** please read EV_SV_ParseClientCommand description before using */
414 #define EV_SV_ParseServerCommand(i, o) \
415     /** command name */ i(string, cmd_name) \
416     /** also, argv() can be used */ i(int, cmd_argc) \
417     /** whole command, use only if you really have to */ i(string, cmd_string) \
418     /**/
419 //string cmd_name;
420 //int cmd_argc;
421 //string cmd_string;
422 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
423
424 /**
425  * called when a spawnpoint is being evaluated
426  * return 1 to make the spawnpoint unusable
427  */
428 #define EV_Spawn_Score(i, o) \
429     /** player wanting to spawn */ i(entity, __self) \
430     /** spot to be evaluated */ i(entity, spawn_spot) \
431     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
432     /**/ o(vector, spawn_score) \
433     /**/
434 vector spawn_score;
435 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
436
437 /** runs globally each server frame */
438 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
439
440 #define EV_SetModname(i, o) \
441     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
442     o(string, modname) \
443     /**/
444 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
445
446 /**
447  * called for each item being spawned on a map, including dropped weapons
448  * return 1 to remove an item
449  */
450 #define EV_Item_Spawn(i, o) \
451     /** the item */ i(entity, __self) \
452     /**/
453 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
454
455 #define EV_SetWeaponreplace(i, o) \
456     /** map entity */ i(entity, __self) \
457     /** weapon info */ i(entity, other) \
458     /**/ i(string, ret_string) \
459     /**/ o(string, ret_string) \
460     /**/
461 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
462
463 /** called when an item is about to respawn */
464 #define EV_Item_RespawnCountdown(i, o) \
465     /**/ i(string, item_name) \
466     /**/ o(string, item_name) \
467     /**/ i(vector, item_color) \
468     /**/ o(vector, item_color) \
469     /**/
470 string item_name;
471 vector item_color;
472 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
473
474 /** called when a bot checks a target to attack */
475 #define EV_BotShouldAttack(i, o) \
476     /**/ i(entity, checkentity) \
477     /**/
478 entity checkentity;
479 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
480
481 /**
482  * called whenever a player goes through a portal gun teleport
483  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
484  */
485 #define EV_PortalTeleport(i, o) \
486     /**/ i(entity, __self) \
487     /**/
488 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
489
490 /**
491  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
492  * normally help me ping uses self.waypointsprite_attachedforcarrier,
493  * but if your mutator uses something different then you can handle it
494  * in a special manner using this hook
495  */
496 #define EV_HelpMePing(i, o) \
497     /** the player who pressed impulse 33 */ i(entity, __self) \
498     /**/
499 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
500
501 /**
502  * called when a vehicle initializes
503  * return true to remove the vehicle
504  */
505 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
506
507 /**
508  * called when a player enters a vehicle
509  * allows mutators to set special settings in this event
510  */
511 #define EV_VehicleEnter(i, o) \
512     /** player */ i(entity, vh_player) \
513     /** vehicle */ i(entity, vh_vehicle) \
514     /**/
515 entity vh_player;
516 entity vh_vehicle;
517 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
518
519 /**
520  * called when a player touches a vehicle
521  * return true to stop player from entering the vehicle
522  */
523 #define EV_VehicleTouch(i, o) \
524     /** vehicle */ i(entity, __self) \
525     /** player */ i(entity, other) \
526     /**/
527 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
528
529 /**
530  * called when a player exits a vehicle
531  * allows mutators to set special settings in this event
532  */
533 #define EV_VehicleExit(i, o) \
534     /** player */ i(entity, vh_player) \
535     /** vehicle */ i(entity, vh_vehicle) \
536     /**/
537 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
538
539 /** called when a speedrun is aborted and the player is teleported back to start position */
540 #define EV_AbortSpeedrun(i, o) \
541     /** player */ i(entity, __self) \
542     /**/
543 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
544
545 /** called at when a item is touched. Called early, can edit item properties. */
546 #define EV_ItemTouch(i, o) \
547     /** item */ i(entity, __self) \
548     /** player */ i(entity, other) \
549     /**/
550 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
551
552 enum {
553         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
554         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
555         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
556 };
557
558 /** called at when a player connect */
559 #define EV_ClientConnect(i, o) \
560     /** player */ i(entity, __self) \
561     /**/
562 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
563
564 #define EV_HavocBot_ChooseRole(i, o) \
565     /**/ i(entity, __self) \
566     /**/
567 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
568
569 /** called when a target is checked for accuracy */
570 #define EV_AccuracyTargetValid(i, o) \
571     /** attacker */ i(entity, frag_attacker) \
572     /** target */ i(entity, frag_target) \
573     /**/
574 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
575 enum {
576         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
577         MUT_ACCADD_INVALID, // return this flag to make the function always continue
578         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
579 };
580
581 /** Called when clearing the global parameters for a model */
582 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
583
584 /** Called when getting the global parameters for a model */
585 #define EV_GetModelParams(i, o) \
586     /** entity id */ i(string, checkmodel_input) \
587     /** entity id */ i(string, checkmodel_command) \
588     /**/
589 string checkmodel_input, checkmodel_command;
590 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
591
592 /** called when a bullet has hit a target */
593 #define EV_FireBullet_Hit(i, o) \
594     /**/ i(entity, __self) \
595     /**/ i(entity, bullet_hit) \
596     /**/ i(vector, bullet_startpos) \
597     /**/ i(vector, bullet_endpos) \
598     /**/ i(float, frag_damage) \
599     /**/ o(float, frag_damage) \
600     /**/
601 entity bullet_hit;
602 //vector bullet_hitloc; // the end pos matches the hit location, apparently
603 vector bullet_startpos;
604 vector bullet_endpos;
605 //float frag_damage;
606 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
607
608 #define EV_FixPlayermodel(i, o) \
609     /**/ i(string, ret_string) \
610     /**/ o(string, ret_string) \
611     /**/ i(int, ret_int) \
612     /**/ o(int, ret_int) \
613     /**/
614 int ret_int;
615 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
616
617 /** Return error to play frag remaining announcements */
618 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
619
620 #define EV_GrappleHookThink(i, o) \
621     /**/ i(entity, __self) \
622     /**/ i(int, hook_tarzan) \
623     /**/ o(int, hook_tarzan) \
624     /**/ i(entity, hook_pullentity) \
625     /**/ o(entity, hook_pullentity) \
626     /**/ i(float, hook_velmultiplier) \
627     /**/ o(float, hook_velmultiplier) \
628     /**/
629 int hook_tarzan;
630 entity hook_pullentity;
631 float hook_velmultiplier;
632 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
633
634 #define EV_BuffModel_Customize(i, o) \
635     /**/ i(entity, __self) \
636     /**/ i(entity, buff_player) \
637     /**/
638 entity buff_player;
639 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
640
641 /** called at when a buff is touched. Called early, can edit buff properties. */
642 #define EV_BuffTouch(i, o) \
643     /** item */ i(entity, __self) \
644     /** player */ i(entity, other) \
645     /**/
646 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
647
648 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
649
650 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
651
652 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
653
654 #define EV_GetRecords(i, o) \
655     /**/ i(int, record_page) \
656     /**/ i(string, ret_string) \
657     /**/ o(string, ret_string) \
658     /**/
659 int record_page;
660 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
661
662 #define EV_Race_FinalCheckpoint(i, o) \
663     /**/ i(entity, race_player) \
664     /**/
665 entity race_player;
666 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
667
668 /** called when player triggered kill (or is changing teams), return error to not do anything */
669 #define EV_ClientKill(i, o) \
670     /** player */ i(entity, __self) \
671     /* kill delay */ i(float, ret_float) \
672     /* kill delay */ o(float, ret_float) \
673     /**/
674 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
675
676 #define EV_FixClientCvars(i, o) \
677     /**/ i(entity, fix_client) \
678     /**/
679 entity fix_client;
680 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
681
682 #define EV_SpectateSet(i, o) \
683     /**/ i(entity, __self) \
684     /**/ i(entity, spec_player) \
685     /**/ o(entity, spec_player) \
686     /**/
687 entity spec_player;
688 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
689
690 #define EV_SpectateNext(i, o) \
691     /**/ i(entity, __self) \
692     /**/ i(entity, spec_player) \
693     /**/ o(entity, spec_player) \
694     /**/
695 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
696
697 #define EV_SpectatePrev(i, o) \
698     /**/ i(entity, __self) \
699     /**/ i(entity, spec_player) \
700     /**/ o(entity, spec_player) \
701     /**/ i(entity, spec_first) \
702     /**/
703 entity spec_first;
704 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
705
706 enum {
707     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
708     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
709     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
710 };
711
712 /** called when player triggered kill (or is changing teams), return error to not do anything */
713 #define EV_Bot_FixCount(i, o) \
714     /**/ i(int, bot_activerealplayers) \
715     /**/ o(int, bot_activerealplayers) \
716     /**/ i(int, bot_realplayers) \
717     /**/ o(int, bot_realplayers) \
718     /**/
719 int bot_activerealplayers;
720 int bot_realplayers;
721 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
722
723 #define EV_ClientCommand_Spectate(i, o) \
724     /**/ i(entity, __self) \
725     /**/
726 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
727
728 enum {
729     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
730     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
731     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
732 };
733
734 #define EV_CheckRules_World(i, o) \
735     /* status */ i(float, ret_float) \
736     /* status */ o(float, ret_float) \
737     /* time limit */ i(float, checkrules_timelimit) \
738     /* frag limit */ i(int, checkrules_fraglimit) \
739     /**/
740 float checkrules_timelimit;
741 int checkrules_fraglimit;
742 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
743
744 #define EV_WantWeapon(i, o) \
745     /**/ i(entity, want_weaponinfo) \
746     /**/ i(float, ret_float) \
747     /**/ o(float, ret_float) \
748     /**/ i(bool, want_allguns) \
749     /**/ o(bool, want_allguns) \
750     /**/ i(bool, want_mutatorblocked) \
751     /**/ o(bool, want_mutatorblocked) \
752     /**/
753 entity want_weaponinfo;
754 bool want_allguns;
755 bool want_mutatorblocked;
756 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
757
758 #define EV_AddPlayerScore(i, o) \
759     /**/ i(int, score_field) \
760     /**/ i(float, ret_float) \
761     /**/ o(float, ret_float) \
762     /**/
763 int score_field;
764 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
765
766 #define EV_GetPlayerStatus(i, o) \
767     /**/ i(entity, set_player) \
768     /**/ i(string, ret_string) \
769     /**/ o(string, ret_string) \
770     /**/
771 entity set_player;
772 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
773
774 #define EV_SetWeaponArena(i, o) \
775     /**/ i(string, ret_string) \
776     /**/ o(string, ret_string) \
777     /**/
778 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
779
780 #define EV_DropSpecialItems(i, o) \
781     /**/ i(entity, frag_target) \
782     /**/
783 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
784
785 /**
786  * called when an admin tries to kill all monsters
787  * return 1 to prevent spawning
788  */
789 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
790
791 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
792
793 #define EV_SendWaypoint(i, o) \
794     /**/ i(entity, __self) \
795     /**/ i(entity, wp_sendto) \
796     /**/ i(int, wp_sendflags) \
797     /**/ o(int, wp_sendflags) \
798     /**/ i(int, wp_flag) \
799     /**/ o(int, wp_flag) \
800     /**/
801 entity wp_sendto;
802 int wp_sendflags;
803 int wp_flag;
804 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
805
806 #define EV_TurretValidateTarget(i, o) \
807     /**/ i(entity, turret_this) \
808     /**/ i(entity, turret_target) \
809     /**/ i(int, turret_vflags) \
810     /**/
811 entity turret_this;
812 entity turret_target;
813 int turret_vflags;
814 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
815
816 #define EV_TurretThink(i, o) \
817     /**/ i(entity, __self) \
818     /**/
819 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
820
821 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
822
823 /** */
824 #define EV_PrepareExplosionByDamage(i, o) \
825     /**/ i(entity, __self) \
826     /**/ i(entity, frag_attacker) \
827     /**/
828 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
829
830 /** called when a monster model is about to be set, allows custom paths etc. */
831 #define EV_MonsterModel(i, o) \
832     /**/ i(string, monster_model) \
833     /**/ i(string, monster_model_output) \
834     /**/ o(string, monster_model_output) \
835     /**/
836 string monster_model;
837 string monster_model_output;
838 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
839
840 /**/
841 #define EV_Player_ChangeTeam(i, o) \
842     /**/ i(entity, __self) \
843     /**/ i(float, pct_curteam) \
844     /**/ i(float, pct_newteam) \
845     /**/
846 float pct_curteam;
847 float pct_newteam;
848 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
849 #endif