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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 a weapon model is about to be set, allows custom paths etc. */
77 #define EV_WeaponModel(i, o) \
78     /**/ i(string, weapon_model) \
79     /**/ i(string, weapon_model_output) \
80     /**/ o(string, weapon_model_output) \
81     /**/
82 string weapon_model;
83 string weapon_model_output;
84 MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
85
86 /** called when an item model is about to be set, allows custom paths etc. */
87 #define EV_ItemModel(i, o) \
88     /**/ i(string, item_model) \
89     /**/ i(string, item_model_output) \
90     /**/ o(string, item_model_output) \
91     /**/
92 string item_model;
93 string item_model_output;
94 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
95
96 /** called when a player presses the jump key */
97 #define EV_PlayerJump(i, o) \
98     /**/ i(float, player_multijump) \
99     /**/ i(float, player_jumpheight) \
100     /**/ o(float, player_multijump) \
101     /**/ o(float, player_jumpheight) \
102     /**/
103 float player_multijump;
104 float player_jumpheight;
105 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
106
107 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
108 #define EV_GiveFragsForKill(i, o) \
109     /**/ i(entity, __self) \
110     /** same as self */ i(entity, frag_attacker) \
111     /**/ i(entity, frag_target) \
112     /**/ i(float, frag_score) \
113     /**/ o(float, frag_score) \
114     /**/
115 float frag_score;
116 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
117
118 /** called when the match ends */
119 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
120
121 /** should adjust ret_float to contain the team count */
122 #define EV_GetTeamCount(i, o) \
123     /**/ i(float, ret_float) \
124     /**/ o(float, ret_float) \
125     /**/ i(string, ret_string) \
126     /**/ o(string, ret_string) \
127     /**/
128 float ret_float;
129 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
130
131 /** copies variables for spectating "other" to "self" */
132 #define EV_SpectateCopy(i, o) \
133     /**/ i(entity, other) \
134     /**/ i(entity, __self) \
135     /**/
136 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
137
138 /** called when formatting a chat message to replace fancy functions */
139 #define EV_FormatMessage(i, o) \
140     /**/ i(string, format_escape) \
141     /**/ i(string, format_replacement) \
142     /**/ o(string, format_replacement) \
143     /**/ i(string, format_message) \
144     /**/
145 string format_escape;
146 string format_replacement;
147 string format_message;
148 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
149
150 /** returns true if throwing the current weapon shall not be allowed */
151 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
152
153 /** returns true if dropping the current weapon shall not be allowed at any time including death */
154 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
155
156 /** allows changing attack rate */
157 #define EV_WeaponRateFactor(i, o) \
158     /**/ i(float, weapon_rate) \
159     /**/ o(float, weapon_rate) \
160     /**/
161 float weapon_rate;
162 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
163
164 /** allows changing weapon speed (projectiles mostly) */
165 #define EV_WeaponSpeedFactor(i, o) \
166     /**/ i(float, ret_float) \
167     /**/ o(float, ret_float) \
168     /**/
169 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
170
171 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
172 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
173
174 /** called every frame. customizes the waypoint for spectators */
175 #define EV_CustomizeWaypoint(i, o) \
176     /** waypoint */ i(entity, __self) \
177     /** player; other.enemy = spectator */ i(entity, other) \
178     /**/
179 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
180
181 /**
182  * 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)
183  * return error to request removal
184  */
185 #define EV_FilterItem(i, o) \
186     /** the current item */ i(entity, __self) \
187     /**/
188 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
189
190 /** return error to request removal */
191 #define EV_TurretSpawn(i, o) \
192     /** turret */ i(entity, __self) \
193     /**/
194 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
195
196 /** return error to not attack */
197 #define EV_TurretFire(i, o) \
198     /** turret */ i(entity, __self) \
199     /**/
200 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
201
202 /** return error to not attack */
203 #define EV_Turret_CheckFire(i, o) \
204     /**/ i(bool, ret_bool) \
205     /**/ o(bool, ret_bool) \
206     /**/
207 bool ret_bool;
208 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
209
210 /** return error to prevent entity spawn, or modify the entity */
211 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
212
213 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
214 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
215
216 /** TODO change this into a general PlayerPostThink hook? */
217 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
218
219 /**
220  * called before any player physics, may adjust variables for movement,
221  * is run AFTER bot code and idle checking
222  */
223 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
224
225 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
226 #define EV_GetCvars(i, o) \
227     /**/ i(float, get_cvars_f) \
228     /**/ i(string, get_cvars_s) \
229     /**/
230 float get_cvars_f;
231 string get_cvars_s;
232 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
233
234 /** can edit any "just fired" projectile */
235 #define EV_EditProjectile(i, o) \
236     /**/ i(entity, __self) \
237     /**/ i(entity, other) \
238     /**/
239 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
240
241 /** called when a monster spawns */
242 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
243
244 /** called when a monster dies */
245 #define EV_MonsterDies(i, o) \
246     /**/ i(entity, frag_attacker) \
247     /**/
248 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
249
250 /** called when a monster dies */
251 #define EV_MonsterRemove(i, o) \
252     /**/ i(entity, rem_mon) \
253     /**/
254 entity rem_mon; // avoiding ovewriting self & other
255 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
256
257 /** called when a monster wants to respawn */
258 #define EV_MonsterRespawn(i, o) \
259     /**/ i(entity, other) \
260     /**/
261 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
262
263 /** called when a monster is dropping loot */
264 #define EV_MonsterDropItem(i, o) \
265     /**/ i(entity, other) \
266     /**/ o(entity, other) \
267     /**/
268 .void(entity this) monster_loot;
269 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
270
271 /**
272  * called when a monster moves
273  * returning true makes the monster stop
274  */
275 #define EV_MonsterMove(i, o) \
276     /**/ i(float, monster_speed_run) \
277     /**/ o(float, monster_speed_run) \
278     /**/ i(float, monster_speed_walk) \
279     /**/ o(float, monster_speed_walk) \
280     /**/ i(entity, monster_target) \
281     /**/
282 float monster_speed_run;
283 float monster_speed_walk;
284 entity monster_target;
285 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
286
287 /** called when a monster looks for another target */
288 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
289
290 /** called to change a random monster to a miniboss */
291 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
292
293 /**
294  * called when a player tries to spawn a monster
295  * return 1 to prevent spawning
296  */
297 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
298
299 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
300 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
301     /**/ i(entity, frag_inflictor) \
302     /**/ i(entity, frag_attacker) \
303     /** same as self */ i(entity, frag_target) \
304     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
305     /**/ i(float, damage_take) \
306     /**/ o(float, damage_take) \
307         /**/ i(float, damage_save) \
308     /**/ o(float, damage_save) \
309     /**/
310 vector damage_force;
311 float damage_take;
312 float damage_save;
313 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
314
315 /**
316  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
317  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
318  */
319 #define EV_PlayerDamage_Calculate(i, o) \
320     /**/ i(entity, frag_inflictor) \
321     /**/ i(entity, frag_attacker) \
322     /**/ i(entity, frag_target) \
323     /**/ i(float, frag_deathtype) \
324         /**/ i(float, frag_damage) \
325     /**/ o(float, frag_damage) \
326         /**/ i(float, frag_mirrordamage) \
327     /**/ o(float, frag_mirrordamage) \
328     /**/ i(vector, frag_force) \
329     /**/ o(vector, frag_force) \
330     /**/
331 float frag_damage;
332 float frag_mirrordamage;
333 vector frag_force;
334 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
335
336 /**
337  * Called when a player is damaged
338  */
339 #define EV_PlayerDamaged(i, o) \
340     /** attacker */ i(entity, mutator_argv_entity_0) \
341     /** target */ i(entity, mutator_argv_entity_1) \
342     /** health */ i(int, mutator_argv_int_0) \
343     /** armor */ i(int, mutator_argv_int_1) \
344     /** location */ i(vector, mutator_argv_vector_0) \
345     /** deathtype */ i(int, mutator_argv_int_2) \
346     /**/
347 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
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     /**/
686 entity spec_player;
687 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
688
689 #define EV_SpectateNext(i, o) \
690     /**/ i(entity, __self) \
691     /**/ i(entity, spec_player) \
692     /**/
693 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
694
695 #define EV_SpectatePrev(i, o) \
696     /**/ i(entity, __self) \
697     /**/ i(entity, spec_player) \
698     /**/ i(entity, spec_first) \
699     /**/
700 entity spec_first;
701 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
702
703 enum {
704     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
705     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
706     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
707 };
708
709 /** called when player triggered kill (or is changing teams), return error to not do anything */
710 #define EV_Bot_FixCount(i, o) \
711     /**/ i(int, bot_activerealplayers) \
712     /**/ o(int, bot_activerealplayers) \
713     /**/ i(int, bot_realplayers) \
714     /**/ o(int, bot_realplayers) \
715     /**/
716 int bot_activerealplayers;
717 int bot_realplayers;
718 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
719
720 #define EV_ClientCommand_Spectate(i, o) \
721     /**/ i(entity, __self) \
722     /**/
723 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
724
725 enum {
726     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
727     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
728     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
729 };
730
731 #define EV_CheckRules_World(i, o) \
732     /* status */ i(float, ret_float) \
733     /* status */ o(float, ret_float) \
734     /* time limit */ i(float, checkrules_timelimit) \
735     /* frag limit */ i(int, checkrules_fraglimit) \
736     /**/
737 float checkrules_timelimit;
738 int checkrules_fraglimit;
739 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
740
741 #define EV_WantWeapon(i, o) \
742     /**/ i(entity, want_weaponinfo) \
743     /**/ i(float, ret_float) \
744     /**/ o(float, ret_float) \
745     /**/ i(bool, want_allguns) \
746     /**/ o(bool, want_allguns) \
747     /**/ i(bool, want_mutatorblocked) \
748     /**/ o(bool, want_mutatorblocked) \
749     /**/
750 entity want_weaponinfo;
751 bool want_allguns;
752 bool want_mutatorblocked;
753 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
754
755 #define EV_AddPlayerScore(i, o) \
756     /**/ i(int, score_field) \
757     /**/ i(float, ret_float) \
758     /**/ o(float, ret_float) \
759     /**/
760 int score_field;
761 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
762
763 #define EV_GetPlayerStatus(i, o) \
764     /**/ i(entity, set_player) \
765     /**/ i(string, ret_string) \
766     /**/ o(string, ret_string) \
767     /**/
768 entity set_player;
769 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
770
771 #define EV_SetWeaponArena(i, o) \
772     /**/ i(string, ret_string) \
773     /**/ o(string, ret_string) \
774     /**/
775 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
776
777 #define EV_DropSpecialItems(i, o) \
778     /**/ i(entity, frag_target) \
779     /**/
780 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
781
782 /**
783  * called when an admin tries to kill all monsters
784  * return 1 to prevent spawning
785  */
786 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
787
788 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
789
790 #define EV_SendWaypoint(i, o) \
791     /**/ i(entity, __self) \
792     /**/ i(entity, wp_sendto) \
793     /**/ i(int, wp_sendflags) \
794     /**/ o(int, wp_sendflags) \
795     /**/ i(int, wp_flag) \
796     /**/ o(int, wp_flag) \
797     /**/
798 entity wp_sendto;
799 int wp_sendflags;
800 int wp_flag;
801 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
802
803 #define EV_TurretValidateTarget(i, o) \
804     /**/ i(entity, turret_this) \
805     /**/ i(entity, turret_target) \
806     /**/ i(int, turret_vflags) \
807     /**/
808 entity turret_this;
809 entity turret_target;
810 int turret_vflags;
811 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
812
813 #define EV_TurretThink(i, o) \
814     /**/ i(entity, __self) \
815     /**/
816 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
817
818 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
819
820 /** */
821 #define EV_PrepareExplosionByDamage(i, o) \
822     /**/ i(entity, __self) \
823     /**/ i(entity, frag_attacker) \
824     /**/
825 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
826
827 /** called when a monster model is about to be set, allows custom paths etc. */
828 #define EV_MonsterModel(i, o) \
829     /**/ i(string, monster_model) \
830     /**/ i(string, monster_model_output) \
831     /**/ o(string, monster_model_output) \
832     /**/
833 string monster_model;
834 string monster_model_output;
835 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
836 #endif