#pragma once #include // register all possible hooks here /** called when a player becomes observer, after shared setup */ #define EV_MakePlayerObserver(i, o) \ /**/ MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver) /** */ #define EV_PutClientInServer(i, o) \ /** client wanting to spawn */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer); /** 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) \ /** spot that was used, or world */ i(entity, spawn_spot) \ /**/ entity spawn_spot; MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn); /** 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) \ /**/ MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect); /** called when a player dies to e.g. remove stuff he was carrying. */ #define EV_PlayerDies(i, o) \ /**/ i(entity, frag_inflictor) \ /**/ i(entity, frag_attacker) \ /** same as self */ i(entity, frag_target) \ /**/ i(int, frag_deathtype) \ /**/ entity frag_inflictor; entity frag_attacker; entity frag_target; int frag_deathtype; MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies); /** called when a player dies to e.g. remove stuff he was carrying */ #define EV_PlayHitsound(i, o) \ /**/ i(entity, frag_victim) \ /**/ entity frag_victim; MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound); /** called when a weapon sound is about to be played, allows custom paths etc. */ #define EV_WeaponSound(i, o) \ /**/ i(string, weapon_sound) \ /**/ i(string, weapon_sound_output) \ /**/ o(string, weapon_sound_output) \ /**/ string weapon_sound; string weapon_sound_output; MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound); /** called when an item model is about to be set, allows custom paths etc. */ #define EV_ItemModel(i, o) \ /**/ i(string, item_model) \ /**/ i(string, item_model_output) \ /**/ o(string, item_model_output) \ /**/ string item_model; string item_model_output; MUTATOR_HOOKABLE(ItemModel, EV_ItemModel); /** 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) \ /**/ i(entity, __self) \ /** same as self */ i(entity, frag_attacker) \ /**/ i(entity, frag_target) \ /**/ i(float, frag_score) \ /**/ o(float, frag_score) \ /**/ float frag_score; MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill); /** called when the match ends */ MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS); /** should adjust ret_float to contain the team count */ #define EV_GetTeamCount(i, o) \ /**/ i(float, ret_float) \ /**/ o(float, ret_float) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ /**/ float ret_float; MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount); /** copies variables for spectating "other" to "self" */ #define EV_SpectateCopy(i, o) \ /**/ i(entity, other) \ /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy); /** called when formatting a chat message to replace fancy functions */ #define EV_FormatMessage(i, o) \ /**/ i(string, format_escape) \ /**/ i(string, format_replacement) \ /**/ o(string, format_replacement) \ /**/ i(string, format_message) \ /**/ string format_escape; string format_replacement; string format_message; MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage); /** returns true if throwing the current weapon shall not be allowed */ #define EV_ForbidThrowCurrentWeapon(i, o) \ /**/ i(entity, __self) \ /**/ 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) \ /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon); /** */ MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS); /** allows changing attack rate */ #define EV_WeaponRateFactor(i, o) \ /**/ i(float, weapon_rate) \ /**/ o(float, weapon_rate) \ /**/ float weapon_rate; MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor); /** allows changing weapon speed (projectiles mostly) */ #define EV_WeaponSpeedFactor(i, o) \ /**/ i(float, ret_float) \ /**/ o(float, ret_float) \ /**/ 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, __self) \ /** player; other.enemy = spectator */ i(entity, other) \ /**/ MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint); /** * 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) * return error to request removal */ #define EV_FilterItem(i, o) \ /** the current item */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(FilterItem, EV_FilterItem); /** return error to request removal */ #define EV_TurretSpawn(i, o) \ /** turret */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn); /** return error to not attack */ #define EV_TurretFire(i, o) \ /** turret */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(TurretFire, EV_TurretFire); /** return error to not attack */ #define EV_Turret_CheckFire(i, o) \ /**/ i(bool, ret_bool) \ /**/ o(bool, ret_bool) \ /**/ bool ret_bool; MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire); /** return error to prevent entity spawn, or modify the entity */ MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS); /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */ MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS); /** TODO change this into a general PlayerPostThink hook? */ MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS); /** 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) \ /**/ i(entity, __self) \ /**/ i(entity, other) \ /**/ MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile); /** called when a monster spawns */ #define EV_MonsterSpawn(i, o) \ /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn); /** called when a monster dies */ #define EV_MonsterDies(i, o) \ /**/ i(entity, frag_target) \ /**/ i(entity, frag_attacker) \ /**/ MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies); /** called when a monster dies */ #define EV_MonsterRemove(i, o) \ /**/ i(entity, rem_mon) \ /**/ entity rem_mon; // avoiding ovewriting self & other MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove); /** called when a monster wants to respawn */ #define EV_MonsterRespawn(i, o) \ /**/ i(entity, other) \ /**/ MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn); /** called when a monster is dropping loot */ #define EV_MonsterDropItem(i, o) \ /**/ i(entity, other) \ /**/ o(entity, other) \ /**/ .void(entity this) monster_loot; MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem); /** * called when a monster moves * returning true makes the monster stop */ #define EV_MonsterMove(i, o) \ /**/ i(entity, __self) \ /**/ i(float, monster_speed_run) \ /**/ o(float, monster_speed_run) \ /**/ i(float, monster_speed_walk) \ /**/ o(float, monster_speed_walk) \ /**/ i(entity, monster_target) \ /**/ float monster_speed_run; float monster_speed_walk; entity monster_target; MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove); /** called when a monster looks for another target */ MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS); /** called to change a random monster to a miniboss */ #define EV_MonsterCheckBossFlag(i, o) \ /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag); /** * called when a player tries to spawn a monster * return 1 to prevent spawning */ MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS); /** called when a player gets damaged to e.g. remove stuff he was carrying. */ #define EV_PlayerDamage_SplitHealthArmor(i, o) \ /**/ i(entity, frag_inflictor) \ /**/ i(entity, frag_attacker) \ /** same as self */ i(entity, frag_target) \ /** NOTE: this force already HAS been applied */ i(vector, damage_force) \ /**/ i(float, damage_take) \ /**/ o(float, damage_take) \ /**/ i(float, damage_save) \ /**/ o(float, damage_save) \ /**/ vector damage_force; float damage_take; float damage_save; 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_PlayerDamage_Calculate(i, o) \ /**/ i(entity, frag_inflictor) \ /**/ i(entity, frag_attacker) \ /**/ i(entity, frag_target) \ /**/ i(float, frag_deathtype) \ /**/ i(float, frag_damage) \ /**/ o(float, frag_damage) \ /**/ i(float, frag_mirrordamage) \ /**/ o(float, frag_mirrordamage) \ /**/ i(vector, frag_force) \ /**/ o(vector, frag_force) \ /**/ float frag_damage; float frag_mirrordamage; vector frag_force; MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_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(int, MUTATOR_ARGV_0_int) \ /** armor */ i(int, MUTATOR_ARGV_1_int) \ /** location */ i(vector, MUTATOR_ARGV_0_vector) \ /** deathtype */ i(int, MUTATOR_ARGV_2_int) \ /**/ MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged); /** * Called by W_DecreaseAmmo */ #define EV_W_DecreaseAmmo(i, o) \ /** actor */ i(entity, MUTATOR_ARGV_0_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 cl_client.qc, used for manipulating the values which are set by powerup items. */ #define EV_PlayerPowerups(i, o) \ /**/ i(entity, __self) \ /**/ i(int, olditems) \ /**/ int olditems; MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups); /** * called every player think frame * return 1 to disable regen */ float regen_mod_max; float regen_mod_regen; float regen_mod_rot; float regen_mod_limit; float regen_health; float regen_health_linear; float regen_health_rot; float regen_health_rotlinear; float regen_health_stable; float regen_health_rotstable; MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS); /** * 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 */ MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS); /** * 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) \ /** command name */ i(string, cmd_name) \ /** also, argv() can be used */ i(int, cmd_argc) \ /** whole command, use only if you really have to */ i(string, cmd_string) \ /**/ string cmd_name; int cmd_argc; string cmd_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, cmd_name) \ /** also, argv() can be used */ i(int, cmd_argc) \ /** whole command, use only if you really have to */ i(string, cmd_string) \ /**/ //string cmd_name; //int cmd_argc; //string cmd_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, __self) \ /** spot to be evaluated */ i(entity, spawn_spot) \ /** _x is priority, _y is "distance" */ i(vector, spawn_score) \ /**/ o(vector, spawn_score) \ /**/ vector spawn_score; 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 */ \ o(string, modname) \ /**/ 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) \ /** the item */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn); #define EV_SetWeaponreplace(i, o) \ /** map entity */ i(entity, __self) \ /** weapon info */ i(entity, other) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ /**/ MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace); /** called when an item is about to respawn */ #define EV_Item_RespawnCountdown(i, o) \ /**/ i(string, item_name) \ /**/ o(string, item_name) \ /**/ i(vector, item_color) \ /**/ o(vector, item_color) \ /**/ string item_name; vector item_color; MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown); /** called when a bot checks a target to attack */ #define EV_BotShouldAttack(i, o) \ /**/ i(entity, __self) \ /**/ i(entity, checkentity) \ /**/ entity checkentity; 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) \ /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport); /** * called whenever a player uses impulse 33 (help me) in cl_impulse.qc * normally help me ping uses self.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, __self) \ /**/ MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing); /** * called when a vehicle initializes * return true to remove the vehicle */ #define EV_VehicleSpawn(i, o) \ /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn); /** * called when a player enters a vehicle * allows mutators to set special settings in this event */ #define EV_VehicleEnter(i, o) \ /** player */ i(entity, vh_player) \ /** vehicle */ i(entity, vh_vehicle) \ /**/ entity vh_player; entity vh_vehicle; 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, __self) \ /** player */ i(entity, other) \ /**/ 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, vh_player) \ /** vehicle */ i(entity, vh_vehicle) \ /**/ 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, __self) \ /**/ 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, __self) \ /** player */ i(entity, other) \ /**/ 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 at when a player connect */ #define EV_ClientConnect(i, o) \ /** player */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect); #define EV_HavocBot_ChooseRole(i, o) \ /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole); /** called when a target is checked for accuracy */ #define EV_AccuracyTargetValid(i, o) \ /** attacker */ i(entity, frag_attacker) \ /** target */ i(entity, frag_target) \ /**/ 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) \ /** entity id */ i(string, checkmodel_input) \ /** entity id */ i(string, checkmodel_command) \ /**/ string checkmodel_input, checkmodel_command; MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams); /** called when a bullet has hit a target */ #define EV_FireBullet_Hit(i, o) \ /**/ i(entity, __self) \ /**/ i(entity, bullet_hit) \ /**/ i(vector, bullet_startpos) \ /**/ i(vector, bullet_endpos) \ /**/ i(float, frag_damage) \ /**/ o(float, frag_damage) \ /**/ entity bullet_hit; //vector bullet_hitloc; // the end pos matches the hit location, apparently vector bullet_startpos; vector bullet_endpos; //float frag_damage; MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit); #define EV_FixPlayermodel(i, o) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ /**/ i(int, ret_int) \ /**/ o(int, ret_int) \ /**/ int ret_int; MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel); /** Return error to play frag remaining announcements */ MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS); #define EV_GrappleHookThink(i, o) \ /**/ i(entity, __self) \ /**/ i(int, hook_tarzan) \ /**/ o(int, hook_tarzan) \ /**/ i(entity, hook_pullentity) \ /**/ o(entity, hook_pullentity) \ /**/ i(float, hook_velmultiplier) \ /**/ o(float, hook_velmultiplier) \ /**/ int hook_tarzan; entity hook_pullentity; float hook_velmultiplier; MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink); #define EV_BuffModel_Customize(i, o) \ /**/ i(entity, __self) \ /**/ i(entity, buff_player) \ /**/ entity buff_player; 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) \ /** item */ i(entity, __self) \ /** player */ i(entity, other) \ /**/ 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) \ /**/ i(int, record_page) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ /**/ int record_page; MUTATOR_HOOKABLE(GetRecords, EV_GetRecords); #define EV_Race_FinalCheckpoint(i, o) \ /**/ i(entity, race_player) \ /**/ entity race_player; 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, __self) \ /* kill delay */ i(float, ret_float) \ /* kill delay */ o(float, ret_float) \ /**/ MUTATOR_HOOKABLE(ClientKill, EV_ClientKill); #define EV_FixClientCvars(i, o) \ /**/ i(entity, fix_client) \ /**/ entity fix_client; MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars); #define EV_SpectateSet(i, o) \ /**/ i(entity, __self) \ /**/ i(entity, spec_player) \ /**/ o(entity, spec_player) \ /**/ entity spec_player; MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet); #define EV_SpectateNext(i, o) \ /**/ i(entity, __self) \ /**/ i(entity, spec_player) \ /**/ o(entity, spec_player) \ /**/ MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext); #define EV_SpectatePrev(i, o) \ /**/ i(entity, __self) \ /**/ i(entity, spec_player) \ /**/ o(entity, spec_player) \ /**/ i(entity, spec_first) \ /**/ entity spec_first; 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) \ /**/ i(int, bot_activerealplayers) \ /**/ o(int, bot_activerealplayers) \ /**/ i(int, bot_realplayers) \ /**/ o(int, bot_realplayers) \ /**/ int bot_activerealplayers; int bot_realplayers; MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount); #define EV_ClientCommand_Spectate(i, o) \ /**/ i(entity, __self) \ /**/ 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, ret_float) \ /* status */ o(float, ret_float) \ /* time limit */ i(float, checkrules_timelimit) \ /* frag limit */ i(int, checkrules_fraglimit) \ /**/ float checkrules_timelimit; int checkrules_fraglimit; MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World); #define EV_WantWeapon(i, o) \ /**/ i(entity, want_weaponinfo) \ /**/ i(float, ret_float) \ /**/ o(float, ret_float) \ /**/ i(bool, want_allguns) \ /**/ o(bool, want_allguns) \ /**/ i(bool, want_mutatorblocked) \ /**/ o(bool, want_mutatorblocked) \ /**/ entity want_weaponinfo; bool want_allguns; bool want_mutatorblocked; MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon); #define EV_AddPlayerScore(i, o) \ /**/ i(int, score_field) \ /**/ i(float, ret_float) \ /**/ o(float, ret_float) \ /**/ int score_field; MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore); #define EV_GetPlayerStatus(i, o) \ /**/ i(entity, set_player) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ /**/ entity set_player; MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus); #define EV_SetWeaponArena(i, o) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ /**/ MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena); #define EV_DropSpecialItems(i, o) \ /**/ i(entity, frag_target) \ /**/ MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems); /** * called when an admin tries to kill all monsters * return 1 to prevent spawning */ MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS); MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS); #define EV_SendWaypoint(i, o) \ /**/ i(entity, __self) \ /**/ i(entity, wp_sendto) \ /**/ i(int, wp_sendflags) \ /**/ o(int, wp_sendflags) \ /**/ i(int, wp_flag) \ /**/ o(int, wp_flag) \ /**/ entity wp_sendto; int wp_sendflags; int wp_flag; MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint); #define EV_TurretValidateTarget(i, o) \ /**/ i(entity, turret_this) \ /**/ i(entity, turret_target) \ /**/ i(int, turret_vflags) \ /**/ entity turret_this; entity turret_target; int turret_vflags; MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget); #define EV_TurretThink(i, o) \ /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(TurretThink, EV_TurretThink); MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS); /** */ #define EV_PrepareExplosionByDamage(i, o) \ /**/ i(entity, __self) \ /**/ i(entity, frag_attacker) \ /**/ MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage); /** called when a monster model is about to be set, allows custom paths etc. */ #define EV_MonsterModel(i, o) \ /**/ i(string, monster_model) \ /**/ i(string, monster_model_output) \ /**/ o(string, monster_model_output) \ /**/ string monster_model; string monster_model_output; MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel); /**/ #define EV_Player_ChangeTeam(i, o) \ /**/ i(entity, __self) \ /**/ i(float, pct_curteam) \ /**/ i(float, pct_newteam) \ /**/ float pct_curteam; float pct_newteam; MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam); /**/ #define EV_URI_GetCallback(i, o) \ /**/ i(float, uricb_id) \ /**/ i(float, uricb_status) \ /**/ i(string, uricb_data) \ /**/ float uricb_id; float uricb_status; string uricb_data; MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);