#include <common/mutators/base.qh>
// register all possible hooks here
+
+// to use a hook, first register your mutator using REGISTER_MUTATOR
+// then create your function using MUTATOR_HOOKFUNCTION
/** called when a player becomes observer, after shared setup */
#define EV_MakePlayerObserver(i, o) \
/**/
MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
+/** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
+#define EV_ForbidRandomStartWeapons(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
+
/** 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) \
MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
};
+/** called after the item has been touched. */
+#define EV_ItemTouched(i, o) \
+ /** item */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/
+MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
+
/** Called when the amount of entity resources changes. Can be used to override
resource limit. */
#define EV_GetResourceLimit(i, o) \
/**/
MUTATOR_HOOKABLE(SetResourceAmount, EV_SetResourceAmount);
+/** Called after the amount of resource of an entity has changed. See RESOURCE_*
+constants for resource types. Amount wasted is the amount of resource that is
+above resource limit so it was not given. */
+#define EV_ResourceAmountChanged(i, o) \
+ /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** resource type */ i(int, MUTATOR_ARGV_1_int) \
+ /** amount */ i(float, MUTATOR_ARGV_2_float) \
+ /**/
+MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
+
+/** Called when there was an attempt to set entity resources higher than their
+limit. See RESOURCE_* constants for resource types. Amount wasted is the amount
+of resource that is above resource limit so it was not given. */
+#define EV_ResourceWasted(i, o) \
+ /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** resource type */ i(int, MUTATOR_ARGV_1_int) \
+ /** amount wasted */ i(float, MUTATOR_ARGV_2_float) \
+ /**/
+MUTATOR_HOOKABLE(ResourceWasted, EV_ResourceWasted);
+
/** Called when entity is being given some resource. See RESOURCE_* constants
for resource types. Return true to forbid giving. */
#define EV_GiveResource(i, o) \
/**/
MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
+/** Called when entity is being given some resource with specified limit. See
+RESOURCE_* constants for resource types. Return true to forbid giving. */
+#define EV_GiveResourceWithLimit(i, o) \
+ /** receiver */ 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) \
+ /** limit */ i(float, MUTATOR_ARGV_3_float) \
+ /**/ o(float, MUTATOR_ARGV_3_float) \
+ /**/
+MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
+
/** called at when a player connect */
#define EV_ClientConnect(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
+#define EV_AddedPlayerScore(i, o) \
+ /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** score */ i(float, MUTATOR_ARGV_1_float) \
+ /** player */ i(entity, MUTATOR_ARGV_2_entity) \
+ /**/
+MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
+
#define EV_GetPlayerStatus(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
/** bot */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
+
+/** return true to skip respawn time calculations */
+#define EV_CalculateRespawnTime(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);