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Merge branch 'master' into terencehill/dynamic_hud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / events.qh
1 #pragma once
2
3 #include <common/mutators/base.qh>
4
5 // register all possible hooks here
6
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9     /**/
10 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
11
12 /** */
13 #define EV_PutClientInServer(i, o) \
14     /** client wanting to spawn */ i(entity, __self) \
15     /**/
16 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
17
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) \
21     /**/
22 entity spawn_spot;
23 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
24
25 /** called in reset_map */
26 #define EV_reset_map_global(i, o) \
27     /**/
28 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
29
30 /** called in reset_map */
31 #define EV_reset_map_players(i, o) \
32     /**/
33 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
34
35 /** returns 1 if clearing player score shall not be allowed */
36 #define EV_ForbidPlayerScore_Clear(i, o) \
37     /**/
38 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
39
40 /** called when a player disconnects */
41 #define EV_ClientDisconnect(i, o) \
42     /**/
43 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
44
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) \
51     /**/
52 entity frag_inflictor;
53 entity frag_attacker;
54 entity frag_target;
55 int frag_deathtype;
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
57
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) \
61     /**/
62 entity frag_victim;
63 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
64
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) \
70     /**/
71 string weapon_sound;
72 string weapon_sound_output;
73 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
74
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) \
80     /**/
81 string item_model;
82 string item_model_output;
83 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
84
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) \
92     /**/
93 float frag_score;
94 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
95
96 /** called when the match ends */
97 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
98
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) \
105     /**/
106 float ret_float;
107 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
108
109 /** copies variables for spectating "other" to "self" */
110 #define EV_SpectateCopy(i, o) \
111     /**/ i(entity, other) \
112     /**/ i(entity, __self) \
113     /**/
114 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
115
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) \
122     /**/
123 string format_escape;
124 string format_replacement;
125 string format_message;
126 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
127
128 /** returns true if throwing the current weapon shall not be allowed */
129 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
130
131 /** returns true if dropping the current weapon shall not be allowed at any time including death */
132 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
133
134 /**  */
135 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
136
137 /** allows changing attack rate */
138 #define EV_WeaponRateFactor(i, o) \
139     /**/ i(float, weapon_rate) \
140     /**/ o(float, weapon_rate) \
141     /**/
142 float weapon_rate;
143 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
144
145 /** allows changing weapon speed (projectiles mostly) */
146 #define EV_WeaponSpeedFactor(i, o) \
147     /**/ i(float, ret_float) \
148     /**/ o(float, ret_float) \
149     /**/
150 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
151
152 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
153 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
154
155 /** called every frame. customizes the waypoint for spectators */
156 #define EV_CustomizeWaypoint(i, o) \
157     /** waypoint */ i(entity, __self) \
158     /** player; other.enemy = spectator */ i(entity, other) \
159     /**/
160 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
161
162 /**
163  * 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)
164  * return error to request removal
165  */
166 #define EV_FilterItem(i, o) \
167     /** the current item */ i(entity, __self) \
168     /**/
169 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
170
171 /** return error to request removal */
172 #define EV_TurretSpawn(i, o) \
173     /** turret */ i(entity, __self) \
174     /**/
175 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
176
177 /** return error to not attack */
178 #define EV_TurretFire(i, o) \
179     /** turret */ i(entity, __self) \
180     /**/
181 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
182
183 /** return error to not attack */
184 #define EV_Turret_CheckFire(i, o) \
185     /**/ i(bool, ret_bool) \
186     /**/ o(bool, ret_bool) \
187     /**/
188 bool ret_bool;
189 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
190
191 /** return error to prevent entity spawn, or modify the entity */
192 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
193
194 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
195 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
196
197 /** TODO change this into a general PlayerPostThink hook? */
198 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
199
200 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
201 #define EV_GetCvars(i, o) \
202     /**/ i(float, get_cvars_f) \
203     /**/ i(string, get_cvars_s) \
204     /**/
205 float get_cvars_f;
206 string get_cvars_s;
207 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
208
209 /** can edit any "just fired" projectile */
210 #define EV_EditProjectile(i, o) \
211     /**/ i(entity, __self) \
212     /**/ i(entity, other) \
213     /**/
214 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
215
216 /** called when a monster spawns */
217 #define EV_MonsterSpawn(i, o) \
218     /**/ i(entity, __self) \
219     /**/
220 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
221
222 /** called when a monster dies */
223 #define EV_MonsterDies(i, o) \
224     /**/ i(entity, frag_target) \
225     /**/ i(entity, frag_attacker) \
226     /**/
227 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
228
229 /** called when a monster dies */
230 #define EV_MonsterRemove(i, o) \
231     /**/ i(entity, rem_mon) \
232     /**/
233 entity rem_mon; // avoiding ovewriting self & other
234 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
235
236 /** called when a monster wants to respawn */
237 #define EV_MonsterRespawn(i, o) \
238     /**/ i(entity, other) \
239     /**/
240 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
241
242 /** called when a monster is dropping loot */
243 #define EV_MonsterDropItem(i, o) \
244     /**/ i(entity, other) \
245     /**/ o(entity, other) \
246     /**/
247 .void(entity this) monster_loot;
248 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
249
250 /**
251  * called when a monster moves
252  * returning true makes the monster stop
253  */
254 #define EV_MonsterMove(i, o) \
255     /**/ i(entity, __self) \
256     /**/ i(float, monster_speed_run) \
257     /**/ o(float, monster_speed_run) \
258     /**/ i(float, monster_speed_walk) \
259     /**/ o(float, monster_speed_walk) \
260     /**/ i(entity, monster_target) \
261     /**/
262 float monster_speed_run;
263 float monster_speed_walk;
264 entity monster_target;
265 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
266
267 /** called when a monster looks for another target */
268 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
269
270 /** called to change a random monster to a miniboss */
271 #define EV_MonsterCheckBossFlag(i, o) \
272     /**/ i(entity, __self) \
273     /**/
274 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
275
276 /**
277  * called when a player tries to spawn a monster
278  * return 1 to prevent spawning
279  */
280 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
281
282 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
283 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
284     /**/ i(entity, frag_inflictor) \
285     /**/ i(entity, frag_attacker) \
286     /** same as self */ i(entity, frag_target) \
287     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
288     /**/ i(float, damage_take) \
289     /**/ o(float, damage_take) \
290         /**/ i(float, damage_save) \
291     /**/ o(float, damage_save) \
292     /**/
293 vector damage_force;
294 float damage_take;
295 float damage_save;
296 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
297
298 /**
299  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
300  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
301  */
302 #define EV_PlayerDamage_Calculate(i, o) \
303     /**/ i(entity, frag_inflictor) \
304     /**/ i(entity, frag_attacker) \
305     /**/ i(entity, frag_target) \
306     /**/ i(float, frag_deathtype) \
307         /**/ i(float, frag_damage) \
308     /**/ o(float, frag_damage) \
309         /**/ i(float, frag_mirrordamage) \
310     /**/ o(float, frag_mirrordamage) \
311     /**/ i(vector, frag_force) \
312     /**/ o(vector, frag_force) \
313     /**/
314 float frag_damage;
315 float frag_mirrordamage;
316 vector frag_force;
317 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
318
319 /**
320  * Called when a player is damaged
321  */
322 #define EV_PlayerDamaged(i, o) \
323     /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
324     /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
325     /** health    */ i(int,    MUTATOR_ARGV_0_int) \
326     /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
327     /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
328     /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
329     /**/
330 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
331
332 /**
333  * Called by W_DecreaseAmmo
334  */
335 #define EV_W_DecreaseAmmo(i, o) \
336     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
337     /**/
338 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
339
340 /**
341  * Called by W_Reload
342  */
343 #define EV_W_Reload(i, o) \
344     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
345     /**/
346 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
347
348 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
349 #define EV_PlayerPowerups(i, o) \
350     /**/ i(entity, __self) \
351     /**/ i(int, olditems) \
352     /**/
353 int olditems;
354 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
355
356 /**
357  * called every player think frame
358  * return 1 to disable regen
359  */
360 float regen_mod_max;
361 float regen_mod_regen;
362 float regen_mod_rot;
363 float regen_mod_limit;
364 float regen_health;
365 float regen_health_linear;
366 float regen_health_rot;
367 float regen_health_rotlinear;
368 float regen_health_stable;
369 float regen_health_rotstable;
370 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
371
372 /**
373  * called when the use key is pressed
374  * if MUTATOR_RETURNVALUE is 1, don't do anything
375  * return 1 if the use key actually did something
376  */
377 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
378
379 /**
380  * called when a client command is parsed
381  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
382  * NOTE: return true if you handled the command, return false to continue handling
383  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
384  * // example:
385  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
386  * {
387  *     if (MUTATOR_RETURNVALUE) // command was already handled?
388  *         return false;
389  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
390  *     {
391  *         print(cvar_string(argv(1)), "\n");
392  *         return true;
393  *     }
394  *     if (cmd_name == "echostring" && cmd_argc >= 2)
395  *     {
396  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
397  *         return true;
398  *     }
399  *     return false;
400  * }
401  */
402 #define EV_SV_ParseClientCommand(i, o) \
403     /** command name */ i(string, cmd_name) \
404     /** also, argv() can be used */ i(int, cmd_argc) \
405     /** whole command, use only if you really have to */ i(string, cmd_string) \
406     /**/
407 string cmd_name;
408 int cmd_argc;
409 string cmd_string;
410 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
411
412 /** please read EV_SV_ParseClientCommand description before using */
413 #define EV_SV_ParseServerCommand(i, o) \
414     /** command name */ i(string, cmd_name) \
415     /** also, argv() can be used */ i(int, cmd_argc) \
416     /** whole command, use only if you really have to */ i(string, cmd_string) \
417     /**/
418 //string cmd_name;
419 //int cmd_argc;
420 //string cmd_string;
421 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
422
423 /**
424  * called when a spawnpoint is being evaluated
425  * return 1 to make the spawnpoint unusable
426  */
427 #define EV_Spawn_Score(i, o) \
428     /** player wanting to spawn */ i(entity, __self) \
429     /** spot to be evaluated */ i(entity, spawn_spot) \
430     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
431     /**/ o(vector, spawn_score) \
432     /**/
433 vector spawn_score;
434 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
435
436 /** runs globally each server frame */
437 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
438
439 #define EV_SetModname(i, o) \
440     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
441     o(string, modname) \
442     /**/
443 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
444
445 /**
446  * called for each item being spawned on a map, including dropped weapons
447  * return 1 to remove an item
448  */
449 #define EV_Item_Spawn(i, o) \
450     /** the item */ i(entity, __self) \
451     /**/
452 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
453
454 #define EV_SetWeaponreplace(i, o) \
455     /** map entity */ i(entity, __self) \
456     /** weapon info */ i(entity, other) \
457     /**/ i(string, ret_string) \
458     /**/ o(string, ret_string) \
459     /**/
460 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
461
462 /** called when an item is about to respawn */
463 #define EV_Item_RespawnCountdown(i, o) \
464     /**/ i(string, item_name) \
465     /**/ o(string, item_name) \
466     /**/ i(vector, item_color) \
467     /**/ o(vector, item_color) \
468     /**/
469 string item_name;
470 vector item_color;
471 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
472
473 /** called when a bot checks a target to attack */
474 #define EV_BotShouldAttack(i, o) \
475     /**/ i(entity, __self) \
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 #define EV_VehicleSpawn(i, o) \
506     /**/ i(entity, __self) \
507     /**/
508 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
509
510 /**
511  * called when a player enters a vehicle
512  * allows mutators to set special settings in this event
513  */
514 #define EV_VehicleEnter(i, o) \
515     /** player */ i(entity, vh_player) \
516     /** vehicle */ i(entity, vh_vehicle) \
517     /**/
518 entity vh_player;
519 entity vh_vehicle;
520 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
521
522 /**
523  * called when a player touches a vehicle
524  * return true to stop player from entering the vehicle
525  */
526 #define EV_VehicleTouch(i, o) \
527     /** vehicle */ i(entity, __self) \
528     /** player */ i(entity, other) \
529     /**/
530 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
531
532 /**
533  * called when a player exits a vehicle
534  * allows mutators to set special settings in this event
535  */
536 #define EV_VehicleExit(i, o) \
537     /** player */ i(entity, vh_player) \
538     /** vehicle */ i(entity, vh_vehicle) \
539     /**/
540 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
541
542 /** called when a speedrun is aborted and the player is teleported back to start position */
543 #define EV_AbortSpeedrun(i, o) \
544     /** player */ i(entity, __self) \
545     /**/
546 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
547
548 /** called at when a item is touched. Called early, can edit item properties. */
549 #define EV_ItemTouch(i, o) \
550     /** item */ i(entity, __self) \
551     /** player */ i(entity, other) \
552     /**/
553 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
554
555 enum {
556         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
557         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
558         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
559 };
560
561 /** called at when a player connect */
562 #define EV_ClientConnect(i, o) \
563     /** player */ i(entity, __self) \
564     /**/
565 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
566
567 #define EV_HavocBot_ChooseRole(i, o) \
568     /**/ i(entity, __self) \
569     /**/
570 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
571
572 /** called when a target is checked for accuracy */
573 #define EV_AccuracyTargetValid(i, o) \
574     /** attacker */ i(entity, frag_attacker) \
575     /** target */ i(entity, frag_target) \
576     /**/
577 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
578 enum {
579         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
580         MUT_ACCADD_INVALID, // return this flag to make the function always continue
581         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
582 };
583
584 /** Called when clearing the global parameters for a model */
585 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
586
587 /** Called when getting the global parameters for a model */
588 #define EV_GetModelParams(i, o) \
589     /** entity id */ i(string, checkmodel_input) \
590     /** entity id */ i(string, checkmodel_command) \
591     /**/
592 string checkmodel_input, checkmodel_command;
593 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
594
595 /** called when a bullet has hit a target */
596 #define EV_FireBullet_Hit(i, o) \
597     /**/ i(entity, __self) \
598     /**/ i(entity, bullet_hit) \
599     /**/ i(vector, bullet_startpos) \
600     /**/ i(vector, bullet_endpos) \
601     /**/ i(float, frag_damage) \
602     /**/ o(float, frag_damage) \
603     /**/
604 entity bullet_hit;
605 //vector bullet_hitloc; // the end pos matches the hit location, apparently
606 vector bullet_startpos;
607 vector bullet_endpos;
608 //float frag_damage;
609 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
610
611 #define EV_FixPlayermodel(i, o) \
612     /**/ i(string, ret_string) \
613     /**/ o(string, ret_string) \
614     /**/ i(int, ret_int) \
615     /**/ o(int, ret_int) \
616     /**/
617 int ret_int;
618 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
619
620 /** Return error to play frag remaining announcements */
621 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
622
623 #define EV_GrappleHookThink(i, o) \
624     /**/ i(entity, __self) \
625     /**/ i(int, hook_tarzan) \
626     /**/ o(int, hook_tarzan) \
627     /**/ i(entity, hook_pullentity) \
628     /**/ o(entity, hook_pullentity) \
629     /**/ i(float, hook_velmultiplier) \
630     /**/ o(float, hook_velmultiplier) \
631     /**/
632 int hook_tarzan;
633 entity hook_pullentity;
634 float hook_velmultiplier;
635 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
636
637 #define EV_BuffModel_Customize(i, o) \
638     /**/ i(entity, __self) \
639     /**/ i(entity, buff_player) \
640     /**/
641 entity buff_player;
642 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
643
644 /** called at when a buff is touched. Called early, can edit buff properties. */
645 #define EV_BuffTouch(i, o) \
646     /** item */ i(entity, __self) \
647     /** player */ i(entity, other) \
648     /**/
649 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
650
651 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
652
653 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
654
655 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
656
657 #define EV_GetRecords(i, o) \
658     /**/ i(int, record_page) \
659     /**/ i(string, ret_string) \
660     /**/ o(string, ret_string) \
661     /**/
662 int record_page;
663 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
664
665 #define EV_Race_FinalCheckpoint(i, o) \
666     /**/ i(entity, race_player) \
667     /**/
668 entity race_player;
669 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
670
671 /** called when player triggered kill (or is changing teams), return error to not do anything */
672 #define EV_ClientKill(i, o) \
673     /** player */ i(entity, __self) \
674     /* kill delay */ i(float, ret_float) \
675     /* kill delay */ o(float, ret_float) \
676     /**/
677 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
678
679 #define EV_FixClientCvars(i, o) \
680     /**/ i(entity, fix_client) \
681     /**/
682 entity fix_client;
683 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
684
685 #define EV_SpectateSet(i, o) \
686     /**/ i(entity, __self) \
687     /**/ i(entity, spec_player) \
688     /**/ o(entity, spec_player) \
689     /**/
690 entity spec_player;
691 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
692
693 #define EV_SpectateNext(i, o) \
694     /**/ i(entity, __self) \
695     /**/ i(entity, spec_player) \
696     /**/ o(entity, spec_player) \
697     /**/
698 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
699
700 #define EV_SpectatePrev(i, o) \
701     /**/ i(entity, __self) \
702     /**/ i(entity, spec_player) \
703     /**/ o(entity, spec_player) \
704     /**/ i(entity, spec_first) \
705     /**/
706 entity spec_first;
707 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
708
709 enum {
710     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
711     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
712     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
713 };
714
715 /** called when player triggered kill (or is changing teams), return error to not do anything */
716 #define EV_Bot_FixCount(i, o) \
717     /**/ i(int, bot_activerealplayers) \
718     /**/ o(int, bot_activerealplayers) \
719     /**/ i(int, bot_realplayers) \
720     /**/ o(int, bot_realplayers) \
721     /**/
722 int bot_activerealplayers;
723 int bot_realplayers;
724 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
725
726 #define EV_ClientCommand_Spectate(i, o) \
727     /**/ i(entity, __self) \
728     /**/
729 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
730
731 enum {
732     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
733     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
734     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
735 };
736
737 #define EV_CheckRules_World(i, o) \
738     /* status */ i(float, ret_float) \
739     /* status */ o(float, ret_float) \
740     /* time limit */ i(float, checkrules_timelimit) \
741     /* frag limit */ i(int, checkrules_fraglimit) \
742     /**/
743 float checkrules_timelimit;
744 int checkrules_fraglimit;
745 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
746
747 #define EV_WantWeapon(i, o) \
748     /**/ i(entity, want_weaponinfo) \
749     /**/ i(float, ret_float) \
750     /**/ o(float, ret_float) \
751     /**/ i(bool, want_allguns) \
752     /**/ o(bool, want_allguns) \
753     /**/ i(bool, want_mutatorblocked) \
754     /**/ o(bool, want_mutatorblocked) \
755     /**/
756 entity want_weaponinfo;
757 bool want_allguns;
758 bool want_mutatorblocked;
759 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
760
761 #define EV_AddPlayerScore(i, o) \
762     /**/ i(int, score_field) \
763     /**/ i(float, ret_float) \
764     /**/ o(float, ret_float) \
765     /**/
766 int score_field;
767 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
768
769 #define EV_GetPlayerStatus(i, o) \
770     /**/ i(entity, set_player) \
771     /**/ i(string, ret_string) \
772     /**/ o(string, ret_string) \
773     /**/
774 entity set_player;
775 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
776
777 #define EV_SetWeaponArena(i, o) \
778     /**/ i(string, ret_string) \
779     /**/ o(string, ret_string) \
780     /**/
781 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
782
783 #define EV_DropSpecialItems(i, o) \
784     /**/ i(entity, frag_target) \
785     /**/
786 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
787
788 /**
789  * called when an admin tries to kill all monsters
790  * return 1 to prevent spawning
791  */
792 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
793
794 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
795
796 #define EV_SendWaypoint(i, o) \
797     /**/ i(entity, __self) \
798     /**/ i(entity, wp_sendto) \
799     /**/ i(int, wp_sendflags) \
800     /**/ o(int, wp_sendflags) \
801     /**/ i(int, wp_flag) \
802     /**/ o(int, wp_flag) \
803     /**/
804 entity wp_sendto;
805 int wp_sendflags;
806 int wp_flag;
807 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
808
809 #define EV_TurretValidateTarget(i, o) \
810     /**/ i(entity, turret_this) \
811     /**/ i(entity, turret_target) \
812     /**/ i(int, turret_vflags) \
813     /**/
814 entity turret_this;
815 entity turret_target;
816 int turret_vflags;
817 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
818
819 #define EV_TurretThink(i, o) \
820     /**/ i(entity, __self) \
821     /**/
822 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
823
824 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
825
826 /** */
827 #define EV_PrepareExplosionByDamage(i, o) \
828     /**/ i(entity, __self) \
829     /**/ i(entity, frag_attacker) \
830     /**/
831 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
832
833 /** called when a monster model is about to be set, allows custom paths etc. */
834 #define EV_MonsterModel(i, o) \
835     /**/ i(string, monster_model) \
836     /**/ i(string, monster_model_output) \
837     /**/ o(string, monster_model_output) \
838     /**/
839 string monster_model;
840 string monster_model_output;
841 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
842
843 /**/
844 #define EV_Player_ChangeTeam(i, o) \
845     /**/ i(entity, __self) \
846     /**/ i(float, pct_curteam) \
847     /**/ i(float, pct_newteam) \
848     /**/
849 float pct_curteam;
850 float pct_newteam;
851 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
852
853 /**/
854 #define EV_URI_GetCallback(i, o) \
855     /**/ i(float, uricb_id) \
856     /**/ i(float, uricb_status) \
857     /**/ i(string, uricb_data) \
858     /**/
859 float uricb_id;
860 float uricb_status;
861 string uricb_data;
862 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);