#pragma once #include // register all possible hooks here /** called when a player becomes observer, after shared setup */ #define EV_MakePlayerObserver(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver) /** */ #define EV_PutClientInServer(i, o) \ /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer); /** * return true to prevent a spectator/observer to spawn as player */ #define EV_ForbidSpawn(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn); /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */ #define EV_PlayerSpawn(i, o) \ /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \ /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn); /** called after a player's weapon is chosen so it can be overriden here */ #define EV_PlayerWeaponSelect(i, o) \ /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect); /** called in reset_map */ #define EV_reset_map_global(i, o) \ /**/ MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global); /** called in reset_map */ #define EV_reset_map_players(i, o) \ /**/ MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players); /** returns 1 if clearing player score shall not be allowed */ #define EV_ForbidPlayerScore_Clear(i, o) \ /**/ MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear); /** called when a player disconnects */ #define EV_ClientDisconnect(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect); /** called when a player dies to e.g. remove stuff he was carrying. */ #define EV_PlayerDies(i, o) \ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /** target */ i(entity, MUTATOR_ARGV_2_entity) \ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \ /** damage */ i(float, MUTATOR_ARGV_4_float) \ /** damage */ o(float, MUTATOR_ARGV_4_float) \ /**/ MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies); /** called after a player died. */ #define EV_PlayerDied(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied); /** allows overriding the frag centerprint messages */ #define EV_FragCenterMessage(i, o) \ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /** deathtype */ i(float, MUTATOR_ARGV_2_float) \ /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \ /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \ /**/ MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage); /** called when a player dies to e.g. remove stuff he was carrying */ #define EV_PlayHitsound(i, o) \ /** victim */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound); /** called when an item model is about to be set, allows custom paths etc. */ #define EV_ItemModel(i, o) \ /** model */ i(string, MUTATOR_ARGV_0_string) \ /** output */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(ItemModel, EV_ItemModel); /** called when an item sound is about to be played, allows custom paths etc. */ #define EV_ItemSound(i, o) \ /** sound */ i(string, MUTATOR_ARGV_0_string) \ /** output */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(ItemSound, EV_ItemSound); /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */ #define EV_GiveFragsForKill(i, o) \ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /** frag score */ i(float, MUTATOR_ARGV_2_float) \ /** */ o(float, MUTATOR_ARGV_2_float) \ /**/ MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill); /** called when the match ends */ MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS); /** allows adjusting allowed teams */ #define EV_CheckAllowedTeams(i, o) \ /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \ /**/ o(float, MUTATOR_ARGV_0_float) \ /** team entity name */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \ /**/ MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams); /** copies variables for spectating "spectatee" to "this" */ #define EV_SpectateCopy(i, o) \ /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \ /** client */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy); /** called when formatting a chat message to replace fancy functions */ #define EV_FormatMessage(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** escape */ i(string, MUTATOR_ARGV_1_string) \ /** replacement */ i(string, MUTATOR_ARGV_2_string) \ /**/ o(string, MUTATOR_ARGV_2_string) \ /** message */ i(string, MUTATOR_ARGV_3_string) \ /**/ MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage); /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */ #define EV_PreFormatMessage(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** message */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage); /** returns true if throwing the current weapon shall not be allowed */ #define EV_ForbidThrowCurrentWeapon(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon); /** returns true if dropping the current weapon shall not be allowed at any time including death */ #define EV_ForbidDropCurrentWeapon(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** weapon id */ i(int, MUTATOR_ARGV_1_int) \ /**/ MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon); /** */ MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS); /** allows changing attack rate */ #define EV_WeaponRateFactor(i, o) \ /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \ /**/ o(float, MUTATOR_ARGV_0_float) \ /** player */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor); /** allows changing weapon speed (projectiles mostly) */ #define EV_WeaponSpeedFactor(i, o) \ /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \ /**/ o(float, MUTATOR_ARGV_0_float) \ /** player */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor); /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */ MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS); /** called every frame. customizes the waypoint for spectators */ #define EV_CustomizeWaypoint(i, o) \ /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \ /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint); /** * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields) * return error to request removal */ #define EV_FilterItem(i, o) \ /** item */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(FilterItem, EV_FilterItem); /** return error to request removal */ #define EV_TurretSpawn(i, o) \ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn); /** return error to not attack */ #define EV_TurretFire(i, o) \ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(TurretFire, EV_TurretFire); /** return error to not attack */ #define EV_Turret_CheckFire(i, o) \ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \ /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \ /**/ MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire); /** return error to prevent entity spawn, or modify the entity */ #define EV_OnEntityPreSpawn(i, o) \ /** entity */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn); /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */ #define EV_PlayerPreThink(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink); /** TODO change this into a general PlayerPostThink hook? */ #define EV_GetPressedKeys(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys); /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */ #define EV_GetCvars(i, o) \ /**/ i(float, get_cvars_f) \ /**/ i(string, get_cvars_s) \ /**/ float get_cvars_f; string get_cvars_s; MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow` /** can edit any "just fired" projectile */ #define EV_EditProjectile(i, o) \ /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \ /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile); /** called when a monster spawns */ #define EV_MonsterSpawn(i, o) \ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn); /** called when a monster dies */ #define EV_MonsterDies(i, o) \ /** target */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /** deathtype */ i(float, MUTATOR_ARGV_2_float) \ /**/ MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies); /** called when a monster dies */ #define EV_MonsterRemove(i, o) \ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove); /** called when a monster wants to respawn */ #define EV_MonsterRespawn(i, o) \ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn); /** called when a monster is dropping loot */ #define EV_MonsterDropItem(i, o) \ /* monster */ i(entity, MUTATOR_ARGV_0_entity) \ /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ o(entity, MUTATOR_ARGV_1_entity) \ /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \ /**/ .entity monster_loot; MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem); /** * called when a monster moves * returning true makes the monster stop */ #define EV_MonsterMove(i, o) \ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \ /** run speed */ i(float, MUTATOR_ARGV_1_float) \ /**/ o(float, MUTATOR_ARGV_1_float) \ /** walk speed */ i(float, MUTATOR_ARGV_2_float) \ /**/ o(float, MUTATOR_ARGV_2_float) \ /** move target */ i(entity, MUTATOR_ARGV_3_entity) \ /**/ o(entity, MUTATOR_ARGV_3_entity) \ /**/ MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove); /** called when a monster looks for another target */ MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS); /** * called when validating a monster's target */ #define EV_MonsterValidTarget(i, o) \ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget); /** called to change a random monster to a miniboss */ #define EV_MonsterCheckBossFlag(i, o) \ /** monster */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag); /** * called when a player tries to spawn a monster * return 1 to prevent spawning * NOTE: requires reason if disallowed */ #define EV_AllowMobSpawning(i, o) \ /** caller */ i(entity, MUTATOR_ARGV_0_entity) \ /** reason */ o(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning); /** called when a player gets damaged to e.g. remove stuff he was carrying. */ #define EV_PlayerDamage_SplitHealthArmor(i, o) \ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /** target */ i(entity, MUTATOR_ARGV_2_entity) \ /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \ /** damage take */ i(float, MUTATOR_ARGV_4_float) \ /** damage take */ o(float, MUTATOR_ARGV_4_float) \ /** damage save */ i(float, MUTATOR_ARGV_5_float) \ /** damage save */ o(float, MUTATOR_ARGV_5_float) \ /** deathtype */ i(float, MUTATOR_ARGV_6_float) \ /** damage */ i(float, MUTATOR_ARGV_7_float) \ /**/ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor); /** * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage). */ #define EV_Damage_Calculate(i, o) \ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /** target */ i(entity, MUTATOR_ARGV_2_entity) \ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \ /** damage */ i(float, MUTATOR_ARGV_4_float) \ /** damage */ o(float, MUTATOR_ARGV_4_float) \ /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \ /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \ /** force */ i(vector, MUTATOR_ARGV_6_vector) \ /** force */ o(vector, MUTATOR_ARGV_6_vector) \ /**/ MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate); /** * Called when a player is damaged */ #define EV_PlayerDamaged(i, o) \ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /** health */ i(float, MUTATOR_ARGV_2_float) \ /** armor */ i(float, MUTATOR_ARGV_3_float) \ /** location */ i(vector, MUTATOR_ARGV_4_vector) \ /** deathtype */ i(int, MUTATOR_ARGV_5_int) \ /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \ /**/ MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged); /** * Called by W_DecreaseAmmo */ #define EV_W_DecreaseAmmo(i, o) \ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \ /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo); /** * Called by W_Reload */ #define EV_W_Reload(i, o) \ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(W_Reload, EV_W_Reload); /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */ #define EV_PlayerPowerups(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** old items */ i(int, MUTATOR_ARGV_1_int) \ /**/ MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups); /** * called every player think frame * return 1 to disable regen */ #define EV_PlayerRegen(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** max_mod */ i(float, MUTATOR_ARGV_1_float) \ /**/ o(float, MUTATOR_ARGV_1_float) \ /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \ /**/ o(float, MUTATOR_ARGV_2_float) \ /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \ /**/ o(float, MUTATOR_ARGV_3_float) \ /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \ /**/ o(float, MUTATOR_ARGV_4_float) \ /** health_regen */ i(float, MUTATOR_ARGV_5_float) \ /**/ o(float, MUTATOR_ARGV_5_float) \ /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \ /**/ o(float, MUTATOR_ARGV_6_float) \ /** health_rot */ i(float, MUTATOR_ARGV_7_float) \ /**/ o(float, MUTATOR_ARGV_7_float) \ /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \ /**/ o(float, MUTATOR_ARGV_8_float) \ /** health_stable */ i(float, MUTATOR_ARGV_9_float) \ /**/ o(float, MUTATOR_ARGV_9_float) \ /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \ /**/ o(float, MUTATOR_ARGV_10_float) \ /**/ MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen); /** * called when the use key is pressed * if MUTATOR_RETURNVALUE is 1, don't do anything * return 1 if the use key actually did something */ #define EV_PlayerUseKey(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey); /** * called when a client command is parsed * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false; * NOTE: return true if you handled the command, return false to continue handling * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize() * // example: * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand) * { * if (MUTATOR_RETURNVALUE) // command was already handled? * return false; * if (cmd_name == "echocvar" && cmd_argc >= 2) * { * print(cvar_string(argv(1)), "\n"); * return true; * } * if (cmd_name == "echostring" && cmd_argc >= 2) * { * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); * return true; * } * return false; * } */ #define EV_SV_ParseClientCommand(i, o) \ /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \ /** command name */ i(string, MUTATOR_ARGV_1_string) \ /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \ /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \ /**/ MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand); /** please read EV_SV_ParseClientCommand description before using */ #define EV_SV_ParseServerCommand(i, o) \ /** command name */ i(string, MUTATOR_ARGV_0_string) \ /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \ /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \ /**/ MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand); /** * called when a spawnpoint is being evaluated * return 1 to make the spawnpoint unusable */ #define EV_Spawn_Score(i, o) \ /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \ /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \ /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \ /**/ o(vector, MUTATOR_ARGV_2_vector) \ /**/ MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score); /** runs globally each server frame */ MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS); #define EV_SetModname(i, o) \ /** name of the mutator/mod if it warrants showing as such in the server browser */ \ /**/ i(string, MUTATOR_ARGV_0_string) \ /**/ o(string, MUTATOR_ARGV_0_string) \ /**/ MUTATOR_HOOKABLE(SetModname, EV_SetModname); /** * called for each item being spawned on a map, including dropped weapons * return 1 to remove an item */ #define EV_Item_Spawn(i, o) \ /** item */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn); #define EV_SetWeaponreplace(i, o) \ /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \ /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \ /** replacement */ i(string, MUTATOR_ARGV_2_string) \ /**/ o(string, MUTATOR_ARGV_2_string) \ /**/ MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace); /** called when an item is about to respawn */ #define EV_Item_RespawnCountdown(i, o) \ /** item */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown); /** called when a bot checks a target to attack */ #define EV_BotShouldAttack(i, o) \ /** bot */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack); /** * called whenever a player goes through a portal gun teleport * allows you to strip a player of an item if they go through the teleporter to help prevent cheating */ #define EV_PortalTeleport(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport); /** * called whenever a player uses impulse 33 (help me) in impulse.qc * normally help me ping uses .waypointsprite_attachedforcarrier, * but if your mutator uses something different then you can handle it * in a special manner using this hook */ #define EV_HelpMePing(i, o) \ /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing); /** * called when a vehicle initializes * return true to remove the vehicle */ #define EV_VehicleInit(i, o) \ /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit); /** * called when a player enters a vehicle * allows mutators to set special settings in this event */ #define EV_VehicleEnter(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter); /** * called when a player touches a vehicle * return true to stop player from entering the vehicle */ #define EV_VehicleTouch(i, o) \ /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \ /** player */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch); /** * called when a player exits a vehicle * allows mutators to set special settings in this event */ #define EV_VehicleExit(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit); /** called when a speedrun is aborted and the player is teleported back to start position */ #define EV_AbortSpeedrun(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun); /** called at when a item is touched. Called early, can edit item properties. */ #define EV_ItemTouch(i, o) \ /** item */ i(entity, MUTATOR_ARGV_0_entity) \ /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ o(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch); enum { MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator) MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it }; /** Called when the amount of player resources changes. Can be used to override resource limit. */ #define EV_GetResourceLimit(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** resource type */ i(int, MUTATOR_ARGV_1_int) \ /** limit */ i(float, MUTATOR_ARGV_2_float) \ /**/ o(float, MUTATOR_ARGV_2_float) \ /**/ MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit); /** Called when player is being given some resource. See RESOURCE_* constants for resource types. Return true to forbid giving. */ #define EV_GivePlayerResource(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** resource type */ i(int, MUTATOR_ARGV_1_int) \ /**/ o(int, MUTATOR_ARGV_1_int) \ /** amount */ i(float, MUTATOR_ARGV_2_float) \ /**/ o(float, MUTATOR_ARGV_2_float) \ /**/ MUTATOR_HOOKABLE(GivePlayerResource, EV_GivePlayerResource); /** called at when a player connect */ #define EV_ClientConnect(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect); #define EV_HavocBot_ChooseRole(i, o) \ /** bot */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole); /** called when a target is checked for accuracy */ #define EV_AccuracyTargetValid(i, o) \ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid); enum { MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client MUT_ACCADD_INVALID, // return this flag to make the function always continue MUT_ACCADD_INDIFFERENT // return this flag to make the function always return }; /** Called when clearing the global parameters for a model */ MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS); /** Called when getting the global parameters for a model */ #define EV_GetModelParams(i, o) \ /** input */ i(string, MUTATOR_ARGV_0_string) \ /** command */ i(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams); /** called when a bullet has hit a target */ #define EV_FireBullet_Hit(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** targ */ i(entity, MUTATOR_ARGV_1_entity) \ /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \ /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \ /** damage */ i(float, MUTATOR_ARGV_4_float) \ /**/ o(float, MUTATOR_ARGV_4_float) \ /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \ /**/ MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit); #define EV_FixPlayermodel(i, o) \ /** model */ i(string, MUTATOR_ARGV_0_string) \ /**/ o(string, MUTATOR_ARGV_0_string) \ /** skin */ i(int, MUTATOR_ARGV_1_int) \ /**/ o(int, MUTATOR_ARGV_1_int) \ /** player */ i(entity, MUTATOR_ARGV_2_entity) \ /**/ MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel); /** Return error to play frag remaining announcements */ MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS); #define EV_GrappleHookThink(i, o) \ /** hook */ i(entity, MUTATOR_ARGV_0_entity) \ /** tarzan */ i(int, MUTATOR_ARGV_1_int) \ /**/ o(int, MUTATOR_ARGV_1_int) \ /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \ /**/ o(entity, MUTATOR_ARGV_2_entity) \ /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \ /**/ o(float, MUTATOR_ARGV_3_float) \ /**/ MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink); #define EV_BuffModel_Customize(i, o) \ /** buff */ i(entity, MUTATOR_ARGV_0_entity) \ /** player */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize); /** called at when a buff is touched. Called early, can edit buff properties. */ #define EV_BuffTouch(i, o) \ /** buff */ i(entity, MUTATOR_ARGV_0_entity) \ /** player */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ o(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch); MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS); MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS); MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS); #define EV_GetRecords(i, o) \ /** page */ i(int, MUTATOR_ARGV_0_int) \ /** record list */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(GetRecords, EV_GetRecords); #define EV_Race_FinalCheckpoint(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint); /** called when player triggered kill (or is changing teams), return error to not do anything */ #define EV_ClientKill(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** kill delay */ i(float, MUTATOR_ARGV_1_float) \ /**/ o(float, MUTATOR_ARGV_1_float) \ /**/ MUTATOR_HOOKABLE(ClientKill, EV_ClientKill); #define EV_FixClientCvars(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars); #define EV_SpectateSet(i, o) \ /** client */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ o(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet); #define EV_SpectateNext(i, o) \ /** client */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ o(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext); #define EV_SpectatePrev(i, o) \ /** client */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ o(entity, MUTATOR_ARGV_1_entity) \ /** first */ i(entity, MUTATOR_ARGV_2_entity) \ /**/ MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev); enum { MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator) MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator) }; /** called when player triggered kill (or is changing teams), return error to not do anything */ #define EV_Bot_FixCount(i, o) \ /** active real players */ i(int, MUTATOR_ARGV_0_int) \ /**/ o(int, MUTATOR_ARGV_0_int) \ /** real players */ i(int, MUTATOR_ARGV_1_int) \ /**/ o(int, MUTATOR_ARGV_1_int) \ /**/ MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount); #define EV_ClientCommand_Spectate(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate); enum { MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate) MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player }; #define EV_CheckRules_World(i, o) \ /** status */ i(float, MUTATOR_ARGV_0_float) \ /**/ o(float, MUTATOR_ARGV_0_float) \ /* time limit */ i(float, MUTATOR_ARGV_1_float) \ /* frag limit */ i(float, MUTATOR_ARGV_2_float) \ /**/ MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World); #define EV_WantWeapon(i, o) \ /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \ /** do want? */ i(float, MUTATOR_ARGV_1_float) \ /**/ o(float, MUTATOR_ARGV_1_float) \ /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \ /**/ o(bool, MUTATOR_ARGV_2_bool) \ /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \ /**/ o(bool, MUTATOR_ARGV_3_bool) \ /**/ MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon); #define EV_AddPlayerScore(i, o) \ /** score field */ i(entity, MUTATOR_ARGV_0_entity) \ /** score */ i(float, MUTATOR_ARGV_1_float) \ /**/ o(float, MUTATOR_ARGV_1_float) \ /** player */ i(entity, MUTATOR_ARGV_2_entity) \ /**/ MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore); #define EV_GetPlayerStatus(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus); #define EV_SetWeaponArena(i, o) \ /** arena */ i(string, MUTATOR_ARGV_0_string) \ /**/ o(string, MUTATOR_ARGV_0_string) \ /**/ MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena); #define EV_DropSpecialItems(i, o) \ /** target */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems); /** * called when an admin tries to kill all monsters * return 1 to prevent spawning */ #define EV_AllowMobButcher(i, o) \ /** reason */ o(string, MUTATOR_ARGV_0_string) \ /**/ MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher); MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS); #define EV_SendWaypoint(i, o) \ /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \ /** to */ i(entity, MUTATOR_ARGV_1_entity) \ /** send flags */ i(int, MUTATOR_ARGV_2_int) \ /**/ o(int, MUTATOR_ARGV_2_int) \ /** wp flag */ i(int, MUTATOR_ARGV_3_int) \ /**/ o(int, MUTATOR_ARGV_3_int) \ /**/ MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint); #define EV_TurretValidateTarget(i, o) \ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /** validate flags */ i(int, MUTATOR_ARGV_2_int) \ /** target score */ o(float, MUTATOR_ARGV_3_float) \ /**/ MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget); #define EV_TurretThink(i, o) \ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(TurretThink, EV_TurretThink); MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS); /** */ #define EV_PrepareExplosionByDamage(i, o) \ /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage); /** called when a monster model is about to be set, allows custom paths etc. */ #define EV_MonsterModel(i, o) \ /** model */ i(string, MUTATOR_ARGV_0_string) \ /** output */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel); /**/ #define EV_Player_ChangeTeam(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** current team */ i(float, MUTATOR_ARGV_1_float) \ /** new team */ i(float, MUTATOR_ARGV_2_float) \ /**/ MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam); /**/ #define EV_URI_GetCallback(i, o) \ /** id */ i(float, MUTATOR_ARGV_0_float) \ /** status */ i(float, MUTATOR_ARGV_1_float) \ /** data */ i(string, MUTATOR_ARGV_2_string) \ /**/ MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback); /** * return true to prevent weapon use for a player */ #define EV_ForbidWeaponUse(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse); /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */ #define EV_CopyBody(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \ /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \ /**/ MUTATOR_HOOKABLE(CopyBody, EV_CopyBody); /** called when sending a chat message, ret argument can be changed to prevent the message */ #define EV_ChatMessage(i, o) \ /** sender */ i(entity, MUTATOR_ARGV_0_entity) \ /** ret */ i(int, MUTATOR_ARGV_1_int) \ /**/ o(int, MUTATOR_ARGV_1_int) \ /**/ MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage); /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */ #define EV_ChatMessageTo(i, o) \ /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \ /** sender */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo); /** return true to just restart the match, for modes that don't support readyrestart */ MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS); /** called when a fusion reactor is validating its target */ #define EV_FusionReactor_ValidTarget(i, o) \ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget); enum { MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target) MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target) }; /** return true to hide the 'teamnumbers are imbalanced' message */ #define EV_HideTeamNagger(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger); /** return true to show a waypoint while the item is spawning */ #define EV_Item_ScheduleRespawn(i, o) \ /** item */ i(entity, MUTATOR_ARGV_0_entity) \ /** respawn time */ i(float, MUTATOR_ARGV_1_float) \ /**/ MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn); /** called before physics stats are set on a player, allows limited early customization */ #define EV_PlayerPhysics_UpdateStats(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats); /** return true to use your own aim target (or none at all) */ #define EV_HavocBot_Aim(i, o) \ /** bot */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);