/** 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 world */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
/** 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);
/**/
MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
-/** copies variables for spectating "other" to "self" */
+/** 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) \
/** 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) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
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)
+ * 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) \
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 */
-MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
+#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? */
-MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
+#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) \
/** 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) \
/**
* called when a player tries to spawn a monster
* return 1 to prevent spawning
+ * NOTE: requires reason if disallowed
*/
-MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
+ #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) \
* 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);
+ #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
*/
-MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
+ #define EV_PlayerUseKey(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
/**
* called when a client command is parsed
#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_0_vector) \
- /**/ o(vector, MUTATOR_ARGV_0_vector) \
+ /** 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);
#define EV_SetModname(i, o) \
/** name of the mutator/mod if it warrants showing as such in the server browser */ \
- o(string, modname) \
+ /**/ o(string, MUTATOR_ARGV_0_string) \
/**/
MUTATOR_HOOKABLE(SetModname, EV_SetModname);
* return 1 to remove an item
*/
#define EV_Item_Spawn(i, o) \
- /** the item */ i(entity, __self) \
+ /** item */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
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) \
+ /** 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) \
/**/
-//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) \
+ /** item name */ i(string, MUTATOR_ARGV_0_string) \
+ /**/ o(string, MUTATOR_ARGV_0_string) \
+ /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
+ /**/ o(vector, MUTATOR_ARGV_1_vector) \
/**/
-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) \
+ /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
-entity checkentity;
MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
/**
* 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) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
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,
+ * 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, __self) \
+ /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
* return true to remove the vehicle
*/
#define EV_VehicleSpawn(i, o) \
- /**/ i(entity, __self) \
+ /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
* allows mutators to set special settings in this event
*/
#define EV_VehicleEnter(i, o) \
- /** player */ i(entity, vh_player) \
- /** vehicle */ i(entity, vh_vehicle) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
-entity vh_player;
-entity vh_vehicle;
MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
/**
* return true to stop player from entering the vehicle
*/
#define EV_VehicleTouch(i, o) \
- /** vehicle */ i(entity, __self) \
- /** player */ i(entity, other) \
+ /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** player */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
* allows mutators to set special settings in this event
*/
#define EV_VehicleExit(i, o) \
- /** player */ i(entity, vh_player) \
- /** vehicle */ i(entity, vh_vehicle) \
+ /** 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, __self) \
+ /** 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, __self) \
- /** player */ i(entity, other) \
+ /** 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);
/** called at when a player connect */
#define EV_ClientConnect(i, o) \
- /** player */ i(entity, __self) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
#define EV_HavocBot_ChooseRole(i, o) \
- /**/ i(entity, __self) \
+ /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
/** 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) \
+ /** input */ i(string, MUTATOR_ARGV_0_string) \
+ /** command */ i(string, MUTATOR_ARGV_1_string) \
/**/
-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;
+ /** 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) \
+ /**/
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) \
+ /** 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) \
/**/
-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;
+ /** 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) \
- /**/ i(entity, __self) \
- /**/ i(entity, buff_player) \
+ /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** player */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
-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) \
+ /** 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(DecodeLevelParms, EV_NO_ARGS);
#define EV_GetRecords(i, o) \
- /**/ i(int, record_page) \
- /**/ i(string, ret_string) \
- /**/ o(string, ret_string) \
+ /** page */ i(int, MUTATOR_ARGV_0_int) \
+ /** record list */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
/**/
-int record_page;
MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
#define EV_Race_FinalCheckpoint(i, o) \
- /**/ i(entity, race_player) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-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 */
MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
#define EV_SpectateSet(i, o) \
- /**/ i(entity, __self) \
- /**/ i(entity, spec_player) \
- /**/ o(entity, spec_player) \
+ /** client */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
/**/
-entity spec_player;
MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
#define EV_SpectateNext(i, o) \
- /**/ i(entity, __self) \
- /**/ i(entity, spec_player) \
- /**/ o(entity, spec_player) \
+ /** 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) \
- /**/ i(entity, __self) \
- /**/ i(entity, spec_player) \
- /**/ o(entity, spec_player) \
- /**/ i(entity, spec_first) \
+ /** 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) \
/**/
-entity spec_first;
MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
enum {
/** 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) \
+ /** 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) \
/**/
-int bot_activerealplayers;
-int bot_realplayers;
MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
#define EV_ClientCommand_Spectate(i, o) \
- /**/ i(entity, __self) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
#define EV_AddPlayerScore(i, o) \
- /** score field */ i(int, MUTATOR_ARGV_0_int) \
+ /** score field */ i(PlayerScoreField, 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) \
- /**/ i(entity, set_player) \
- /**/ i(string, ret_string) \
- /**/ o(string, ret_string) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-entity set_player;
MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
#define EV_SetWeaponArena(i, o) \
- /**/ i(string, ret_string) \
- /**/ o(string, ret_string) \
+ /** arena */ i(string, MUTATOR_ARGV_0_string) \
+ /**/ o(string, MUTATOR_ARGV_0_string) \
/**/
MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
* called when an admin tries to kill all monsters
* return 1 to prevent spawning
*/
-MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
+#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) \
- /**/ 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;
+ /** 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) \
MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
#define EV_TurretThink(i, o) \
- /**/ i(entity, __self) \
+ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
/** */
#define EV_PrepareExplosionByDamage(i, o) \
/** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
- /** attacker */ i(entity, MUTATOR_ARGV_1_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) \
- /**/ i(string, monster_model) \
- /**/ i(string, monster_model_output) \
- /**/ o(string, monster_model_output) \
+ /** model */ i(string, MUTATOR_ARGV_0_string) \
+ /** output */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
/**/
-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) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** current team */ i(float, MUTATOR_ARGV_1_float) \
+ /** new team */ i(float, MUTATOR_ARGV_2_float) \
/**/
-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) \
+ /** id */ i(float, MUTATOR_ARGV_0_float) \
+ /** status */ i(float, MUTATOR_ARGV_1_float) \
+ /** data */ i(string, MUTATOR_ARGV_2_string) \
/**/
-float uricb_id;
-float uricb_status;
-string uricb_data;
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 a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
+#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);