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) \
9 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
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 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
22 /** spot that was used, or world */ i(entity, MUTATOR_ARGV_1_entity) \
24 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
26 /** called in reset_map */
27 #define EV_reset_map_global(i, o) \
29 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
31 /** called in reset_map */
32 #define EV_reset_map_players(i, o) \
34 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
36 /** returns 1 if clearing player score shall not be allowed */
37 #define EV_ForbidPlayerScore_Clear(i, o) \
39 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
41 /** called when a player disconnects */
42 #define EV_ClientDisconnect(i, o) \
43 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
45 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
47 /** called when a player dies to e.g. remove stuff he was carrying. */
48 #define EV_PlayerDies(i, o) \
49 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
50 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
51 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
52 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
53 /** damage */ i(float, MUTATOR_ARGV_4_float) \
54 /** damage */ o(float, MUTATOR_ARGV_4_float) \
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58 /** called when a player dies to e.g. remove stuff he was carrying */
59 #define EV_PlayHitsound(i, o) \
60 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
62 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
64 /** called when a weapon sound is about to be played, allows custom paths etc. */
65 #define EV_WeaponSound(i, o) \
66 /** sound */ i(string, MUTATOR_ARGV_0_string) \
67 /** output */ i(string, MUTATOR_ARGV_1_string) \
68 /**/ o(string, MUTATOR_ARGV_1_string) \
70 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
72 /** called when an item model is about to be set, allows custom paths etc. */
73 #define EV_ItemModel(i, o) \
74 /** model */ i(string, MUTATOR_ARGV_0_string) \
75 /** output */ i(string, MUTATOR_ARGV_1_string) \
76 /**/ o(string, MUTATOR_ARGV_1_string) \
78 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
80 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
81 #define EV_GiveFragsForKill(i, o) \
82 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
83 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
84 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
85 /** */ o(float, MUTATOR_ARGV_2_float) \
87 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
89 /** called when the match ends */
90 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
92 /** should adjust number to contain the team count */
93 #define EV_GetTeamCount(i, o) \
94 /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
95 /**/ o(float, MUTATOR_ARGV_0_float) \
96 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
97 /**/ o(string, MUTATOR_ARGV_1_string) \
99 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
101 /** copies variables for spectating "other" to "self" */
102 #define EV_SpectateCopy(i, o) \
103 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
104 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
106 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
108 /** called when formatting a chat message to replace fancy functions */
109 #define EV_FormatMessage(i, o) \
110 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
111 /** escape */ i(string, MUTATOR_ARGV_1_string) \
112 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
113 /**/ o(string, MUTATOR_ARGV_2_string) \
114 /** message */ i(string, MUTATOR_ARGV_3_string) \
116 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
118 /** returns true if throwing the current weapon shall not be allowed */
119 #define EV_ForbidThrowCurrentWeapon(i, o) \
120 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
122 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
124 /** returns true if dropping the current weapon shall not be allowed at any time including death */
125 #define EV_ForbidDropCurrentWeapon(i, o) \
126 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
128 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
131 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
133 /** allows changing attack rate */
134 #define EV_WeaponRateFactor(i, o) \
135 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
136 /**/ o(float, MUTATOR_ARGV_0_float) \
137 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
139 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
141 /** allows changing weapon speed (projectiles mostly) */
142 #define EV_WeaponSpeedFactor(i, o) \
143 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
144 /**/ o(float, MUTATOR_ARGV_0_float) \
145 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
147 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
149 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
150 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
152 /** called every frame. customizes the waypoint for spectators */
153 #define EV_CustomizeWaypoint(i, o) \
154 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
155 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
157 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
160 * 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)
161 * return error to request removal
163 #define EV_FilterItem(i, o) \
164 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
166 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
168 /** return error to request removal */
169 #define EV_TurretSpawn(i, o) \
170 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
172 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
174 /** return error to not attack */
175 #define EV_TurretFire(i, o) \
176 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
178 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
180 /** return error to not attack */
181 #define EV_Turret_CheckFire(i, o) \
182 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
183 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
185 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
187 /** return error to prevent entity spawn, or modify the entity */
188 #define EV_OnEntityPreSpawn(i, o) \
189 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
191 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
193 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
194 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
196 /** TODO change this into a general PlayerPostThink hook? */
197 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
199 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
200 #define EV_GetCvars(i, o) \
201 /**/ i(float, get_cvars_f) \
202 /**/ i(string, get_cvars_s) \
206 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
208 /** can edit any "just fired" projectile */
209 #define EV_EditProjectile(i, o) \
210 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
211 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
213 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
215 /** called when a monster spawns */
216 #define EV_MonsterSpawn(i, o) \
217 /**/ i(entity, __self) \
219 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
221 /** called when a monster dies */
222 #define EV_MonsterDies(i, o) \
223 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
224 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
225 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
227 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
229 /** called when a monster dies */
230 #define EV_MonsterRemove(i, o) \
231 /**/ i(entity, rem_mon) \
233 entity rem_mon; // avoiding ovewriting self & other
234 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
236 /** called when a monster wants to respawn */
237 #define EV_MonsterRespawn(i, o) \
238 /**/ i(entity, other) \
240 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
242 /** called when a monster is dropping loot */
243 #define EV_MonsterDropItem(i, o) \
244 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
245 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
246 /**/ o(entity, MUTATOR_ARGV_1_entity) \
247 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
249 .void(entity this) monster_loot;
250 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
253 * called when a monster moves
254 * returning true makes the monster stop
256 #define EV_MonsterMove(i, o) \
257 /**/ i(entity, __self) \
258 /**/ i(float, monster_speed_run) \
259 /**/ o(float, monster_speed_run) \
260 /**/ i(float, monster_speed_walk) \
261 /**/ o(float, monster_speed_walk) \
262 /**/ i(entity, monster_target) \
264 float monster_speed_run;
265 float monster_speed_walk;
266 entity monster_target;
267 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
269 /** called when a monster looks for another target */
270 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
272 /** called to change a random monster to a miniboss */
273 #define EV_MonsterCheckBossFlag(i, o) \
274 /**/ i(entity, __self) \
276 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
279 * called when a player tries to spawn a monster
280 * return 1 to prevent spawning
282 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
284 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
285 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
286 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
287 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
288 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
289 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
290 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
291 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
292 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
293 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
294 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
295 /** damage */ i(float, MUTATOR_ARGV_7_float) \
297 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
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).
303 #define EV_PlayerDamage_Calculate(i, o) \
304 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
305 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
306 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
307 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
308 /** damage */ i(float, MUTATOR_ARGV_4_float) \
309 /** damage */ o(float, MUTATOR_ARGV_4_float) \
310 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
311 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
312 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
313 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
315 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
318 * Called when a player is damaged
320 #define EV_PlayerDamaged(i, o) \
321 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
322 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
323 /** health */ i(int, MUTATOR_ARGV_2_int) \
324 /** armor */ i(int, MUTATOR_ARGV_3_int) \
325 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
326 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
328 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
331 * Called by W_DecreaseAmmo
333 #define EV_W_DecreaseAmmo(i, o) \
334 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
336 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
341 #define EV_W_Reload(i, o) \
342 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
344 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
346 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
347 #define EV_PlayerPowerups(i, o) \
348 /**/ i(entity, __self) \
349 /**/ i(int, olditems) \
352 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
355 * called every player think frame
356 * return 1 to disable regen
359 float regen_mod_regen;
361 float regen_mod_limit;
363 float regen_health_linear;
364 float regen_health_rot;
365 float regen_health_rotlinear;
366 float regen_health_stable;
367 float regen_health_rotstable;
368 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
371 * called when the use key is pressed
372 * if MUTATOR_RETURNVALUE is 1, don't do anything
373 * return 1 if the use key actually did something
375 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
378 * called when a client command is parsed
379 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
380 * NOTE: return true if you handled the command, return false to continue handling
381 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
383 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
385 * if (MUTATOR_RETURNVALUE) // command was already handled?
387 * if (cmd_name == "echocvar" && cmd_argc >= 2)
389 * print(cvar_string(argv(1)), "\n");
392 * if (cmd_name == "echostring" && cmd_argc >= 2)
394 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
400 #define EV_SV_ParseClientCommand(i, o) \
401 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
402 /** command name */ i(string, MUTATOR_ARGV_1_string) \
403 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
404 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
406 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
408 /** please read EV_SV_ParseClientCommand description before using */
409 #define EV_SV_ParseServerCommand(i, o) \
410 /** command name */ i(string, MUTATOR_ARGV_0_string) \
411 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
412 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
414 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
417 * called when a spawnpoint is being evaluated
418 * return 1 to make the spawnpoint unusable
420 #define EV_Spawn_Score(i, o) \
421 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
422 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
423 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_0_vector) \
424 /**/ o(vector, MUTATOR_ARGV_0_vector) \
426 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
428 /** runs globally each server frame */
429 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
431 #define EV_SetModname(i, o) \
432 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
435 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
438 * called for each item being spawned on a map, including dropped weapons
439 * return 1 to remove an item
441 #define EV_Item_Spawn(i, o) \
442 /** the item */ i(entity, __self) \
444 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
446 #define EV_SetWeaponreplace(i, o) \
447 /** map entity */ i(entity, __self) \
448 /** weapon info */ i(entity, other) \
449 /**/ i(string, ret_string) \
450 /**/ o(string, ret_string) \
453 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
455 /** called when an item is about to respawn */
456 #define EV_Item_RespawnCountdown(i, o) \
457 /**/ i(string, item_name) \
458 /**/ o(string, item_name) \
459 /**/ i(vector, item_color) \
460 /**/ o(vector, item_color) \
464 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
466 /** called when a bot checks a target to attack */
467 #define EV_BotShouldAttack(i, o) \
468 /**/ i(entity, __self) \
469 /**/ i(entity, checkentity) \
472 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
475 * called whenever a player goes through a portal gun teleport
476 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
478 #define EV_PortalTeleport(i, o) \
479 /**/ i(entity, __self) \
481 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
484 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
485 * normally help me ping uses self.waypointsprite_attachedforcarrier,
486 * but if your mutator uses something different then you can handle it
487 * in a special manner using this hook
489 #define EV_HelpMePing(i, o) \
490 /** the player who pressed impulse 33 */ i(entity, __self) \
492 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
495 * called when a vehicle initializes
496 * return true to remove the vehicle
498 #define EV_VehicleSpawn(i, o) \
499 /**/ i(entity, __self) \
501 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
504 * called when a player enters a vehicle
505 * allows mutators to set special settings in this event
507 #define EV_VehicleEnter(i, o) \
508 /** player */ i(entity, vh_player) \
509 /** vehicle */ i(entity, vh_vehicle) \
513 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
516 * called when a player touches a vehicle
517 * return true to stop player from entering the vehicle
519 #define EV_VehicleTouch(i, o) \
520 /** vehicle */ i(entity, __self) \
521 /** player */ i(entity, other) \
523 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
526 * called when a player exits a vehicle
527 * allows mutators to set special settings in this event
529 #define EV_VehicleExit(i, o) \
530 /** player */ i(entity, vh_player) \
531 /** vehicle */ i(entity, vh_vehicle) \
533 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
535 /** called when a speedrun is aborted and the player is teleported back to start position */
536 #define EV_AbortSpeedrun(i, o) \
537 /** player */ i(entity, __self) \
539 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
541 /** called at when a item is touched. Called early, can edit item properties. */
542 #define EV_ItemTouch(i, o) \
543 /** item */ i(entity, __self) \
544 /** player */ i(entity, other) \
546 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
549 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
550 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
551 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
554 /** called at when a player connect */
555 #define EV_ClientConnect(i, o) \
556 /** player */ i(entity, __self) \
558 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
560 #define EV_HavocBot_ChooseRole(i, o) \
561 /**/ i(entity, __self) \
563 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
565 /** called when a target is checked for accuracy */
566 #define EV_AccuracyTargetValid(i, o) \
567 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
568 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
570 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
572 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
573 MUT_ACCADD_INVALID, // return this flag to make the function always continue
574 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
577 /** Called when clearing the global parameters for a model */
578 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
580 /** Called when getting the global parameters for a model */
581 #define EV_GetModelParams(i, o) \
582 /** entity id */ i(string, checkmodel_input) \
583 /** entity id */ i(string, checkmodel_command) \
585 string checkmodel_input, checkmodel_command;
586 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
588 /** called when a bullet has hit a target */
589 #define EV_FireBullet_Hit(i, o) \
590 /**/ i(entity, __self) \
591 /**/ i(entity, bullet_hit) \
592 /**/ i(vector, bullet_startpos) \
593 /**/ i(vector, bullet_endpos) \
594 /**/ i(float, frag_damage) \
595 /**/ o(float, frag_damage) \
598 //vector bullet_hitloc; // the end pos matches the hit location, apparently
599 vector bullet_startpos;
600 vector bullet_endpos;
602 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
604 #define EV_FixPlayermodel(i, o) \
605 /**/ i(string, ret_string) \
606 /**/ o(string, ret_string) \
607 /**/ i(int, ret_int) \
608 /**/ o(int, ret_int) \
611 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
613 /** Return error to play frag remaining announcements */
614 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
616 #define EV_GrappleHookThink(i, o) \
617 /**/ i(entity, __self) \
618 /**/ i(int, hook_tarzan) \
619 /**/ o(int, hook_tarzan) \
620 /**/ i(entity, hook_pullentity) \
621 /**/ o(entity, hook_pullentity) \
622 /**/ i(float, hook_velmultiplier) \
623 /**/ o(float, hook_velmultiplier) \
626 entity hook_pullentity;
627 float hook_velmultiplier;
628 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
630 #define EV_BuffModel_Customize(i, o) \
631 /**/ i(entity, __self) \
632 /**/ i(entity, buff_player) \
635 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
637 /** called at when a buff is touched. Called early, can edit buff properties. */
638 #define EV_BuffTouch(i, o) \
639 /** item */ i(entity, __self) \
640 /** player */ i(entity, other) \
642 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
644 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
646 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
648 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
650 #define EV_GetRecords(i, o) \
651 /**/ i(int, record_page) \
652 /**/ i(string, ret_string) \
653 /**/ o(string, ret_string) \
656 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
658 #define EV_Race_FinalCheckpoint(i, o) \
659 /**/ i(entity, race_player) \
662 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
664 /** called when player triggered kill (or is changing teams), return error to not do anything */
665 #define EV_ClientKill(i, o) \
666 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
667 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
668 /**/ o(float, MUTATOR_ARGV_1_float) \
670 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
672 #define EV_FixClientCvars(i, o) \
673 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
675 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
677 #define EV_SpectateSet(i, o) \
678 /**/ i(entity, __self) \
679 /**/ i(entity, spec_player) \
680 /**/ o(entity, spec_player) \
683 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
685 #define EV_SpectateNext(i, o) \
686 /**/ i(entity, __self) \
687 /**/ i(entity, spec_player) \
688 /**/ o(entity, spec_player) \
690 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
692 #define EV_SpectatePrev(i, o) \
693 /**/ i(entity, __self) \
694 /**/ i(entity, spec_player) \
695 /**/ o(entity, spec_player) \
696 /**/ i(entity, spec_first) \
699 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
702 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
703 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
704 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
707 /** called when player triggered kill (or is changing teams), return error to not do anything */
708 #define EV_Bot_FixCount(i, o) \
709 /**/ i(int, bot_activerealplayers) \
710 /**/ o(int, bot_activerealplayers) \
711 /**/ i(int, bot_realplayers) \
712 /**/ o(int, bot_realplayers) \
714 int bot_activerealplayers;
716 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
718 #define EV_ClientCommand_Spectate(i, o) \
719 /**/ i(entity, __self) \
721 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
724 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
725 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
726 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
729 #define EV_CheckRules_World(i, o) \
730 /** status */ i(float, MUTATOR_ARGV_0_float) \
731 /**/ o(float, MUTATOR_ARGV_0_float) \
732 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
733 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
735 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
737 #define EV_WantWeapon(i, o) \
738 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
739 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
740 /**/ o(float, MUTATOR_ARGV_1_float) \
741 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
742 /**/ o(bool, MUTATOR_ARGV_2_bool) \
743 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
744 /**/ o(bool, MUTATOR_ARGV_3_bool) \
746 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
748 #define EV_AddPlayerScore(i, o) \
749 /** score field */ i(int, MUTATOR_ARGV_0_int) \
750 /** score */ i(float, MUTATOR_ARGV_1_float) \
751 /**/ o(float, MUTATOR_ARGV_1_float) \
752 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
754 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
756 #define EV_GetPlayerStatus(i, o) \
757 /**/ i(entity, set_player) \
758 /**/ i(string, ret_string) \
759 /**/ o(string, ret_string) \
762 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
764 #define EV_SetWeaponArena(i, o) \
765 /**/ i(string, ret_string) \
766 /**/ o(string, ret_string) \
768 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
770 #define EV_DropSpecialItems(i, o) \
771 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
773 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
776 * called when an admin tries to kill all monsters
777 * return 1 to prevent spawning
779 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
781 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
783 #define EV_SendWaypoint(i, o) \
784 /**/ i(entity, __self) \
785 /**/ i(entity, wp_sendto) \
786 /**/ i(int, wp_sendflags) \
787 /**/ o(int, wp_sendflags) \
788 /**/ i(int, wp_flag) \
789 /**/ o(int, wp_flag) \
794 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
796 #define EV_TurretValidateTarget(i, o) \
797 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
798 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
799 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
800 /** target score */ o(float, MUTATOR_ARGV_3_float) \
802 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
804 #define EV_TurretThink(i, o) \
805 /**/ i(entity, __self) \
807 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
809 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
812 #define EV_PrepareExplosionByDamage(i, o) \
813 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
814 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
816 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
818 /** called when a monster model is about to be set, allows custom paths etc. */
819 #define EV_MonsterModel(i, o) \
820 /**/ i(string, monster_model) \
821 /**/ i(string, monster_model_output) \
822 /**/ o(string, monster_model_output) \
824 string monster_model;
825 string monster_model_output;
826 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
829 #define EV_Player_ChangeTeam(i, o) \
830 /**/ i(entity, __self) \
831 /**/ i(float, pct_curteam) \
832 /**/ i(float, pct_newteam) \
836 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
839 #define EV_URI_GetCallback(i, o) \
840 /**/ i(float, uricb_id) \
841 /**/ i(float, uricb_status) \
842 /**/ i(string, uricb_data) \
847 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);