1 #ifndef SERVER_MUTATORS_EVENTS_H
2 #define SERVER_MUTATORS_EVENTS_H
4 #include "../../common/mutators/base.qh"
6 // register all possible hooks here
8 /** called when a player becomes observer, after shared setup */
9 #define EV_MakePlayerObserver(i, o) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, self) \
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 /** spot that was used, or world */ i(entity, spawn_spot) \
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) \
44 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
46 /** called when a player dies to e.g. remove stuff he was carrying. */
47 #define EV_PlayerDies(i, o) \
48 /**/ i(entity, frag_inflictor) \
49 /**/ i(entity, frag_attacker) \
50 /** same as self */ i(entity, frag_target) \
51 /**/ i(int, frag_deathtype) \
53 entity frag_inflictor;
57 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
59 /** called when a player dies to e.g. remove stuff he was carrying */
60 #define EV_PlayHitsound(i, o) \
61 /**/ i(entity, frag_victim) \
64 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
66 /** called when a weapon sound is about to be played, allows custom paths etc. */
67 #define EV_WeaponSound(i, o) \
68 /**/ i(string, weapon_sound) \
69 /**/ i(string, weapon_sound_output) \
70 /**/ o(string, weapon_sound_output) \
73 string weapon_sound_output;
74 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
76 /** called when a weapon model is about to be set, allows custom paths etc. */
77 #define EV_WeaponModel(i, o) \
78 /**/ i(string, weapon_model) \
79 /**/ i(string, weapon_model_output) \
80 /**/ o(string, weapon_model_output) \
83 string weapon_model_output;
84 MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
86 /** called when a player presses the jump key */
87 #define EV_PlayerJump(i, o) \
88 /**/ i(float, player_multijump) \
89 /**/ i(float, player_jumpheight) \
90 /**/ o(float, player_multijump) \
91 /**/ o(float, player_jumpheight) \
93 float player_multijump;
94 float player_jumpheight;
95 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
97 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
98 #define EV_GiveFragsForKill(i, o) \
99 /** same as self */ i(entity, frag_attacker) \
100 /**/ i(entity, frag_target) \
101 /**/ i(float, frag_score) \
102 /**/ o(float, frag_score) \
105 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
107 /** called when the match ends */
108 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
110 /** should adjust ret_float to contain the team count */
111 #define EV_GetTeamCount(i, o) \
112 /**/ i(float, ret_float) \
113 /**/ o(float, ret_float) \
116 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
118 /** copies variables for spectating "other" to "self" */
119 #define EV_SpectateCopy(i, o) \
120 /**/ i(entity, other) \
121 /**/ i(entity, self) \
123 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
125 /** called when formatting a chat message to replace fancy functions */
126 #define EV_FormatMessage(i, o) \
127 /**/ i(string, format_escape) \
128 /**/ i(string, format_replacement) \
129 /**/ o(string, format_replacement) \
131 string format_escape;
132 string format_replacement;
133 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
135 /** returns 1 if throwing the current weapon shall not be allowed */
136 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
138 /** allows changing attack rate */
139 #define EV_WeaponRateFactor(i, o) \
140 /**/ i(float, weapon_rate) \
141 /**/ o(float, weapon_rate) \
144 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
146 /** allows changing weapon speed (projectiles mostly) */
147 #define EV_WeaponSpeedFactor(i, o) \
148 /**/ i(float, ret_float) \
149 /**/ o(float, ret_float) \
151 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
153 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
154 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
156 /** called every frame. customizes the waypoint for spectators */
157 #define EV_CustomizeWaypoint(i, o) \
158 /** waypoint */ i(entity, self) \
159 /** player; other.enemy = spectator */ i(entity, other) \
161 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
164 * 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)
165 * return error to request removal
167 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
169 /** return error to request removal */
170 #define EV_TurretSpawn(i, o) \
171 /** turret */ i(entity, self) \
173 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
175 /** return error to prevent entity spawn, or modify the entity */
176 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
178 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
179 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
181 /** TODO change this into a general PlayerPostThink hook? */
182 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
185 * called before any player physics, may adjust variables for movement,
186 * is run AFTER bot code and idle checking
188 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
190 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
191 #define EV_GetCvars(i, o) \
192 /**/ i(float, get_cvars_f) \
193 /**/ i(string, get_cvars_s) \
197 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
199 /** can edit any "just fired" projectile */
200 #define EV_EditProjectile(i, o) \
201 /**/ i(entity, self) \
202 /**/ i(entity, other) \
204 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
206 /** called when a monster spawns */
207 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
209 /** called when a monster dies */
210 #define EV_MonsterDies(i, o) \
211 /**/ i(entity, frag_attacker) \
213 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
215 /** called when a monster wants to respawn */
216 #define EV_MonsterRespawn(i, o) \
217 /**/ i(entity, other) \
219 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
221 /** called when a monster is dropping loot */
222 #define EV_MonsterDropItem(i, o) \
223 /**/ i(entity, other) \
224 /**/ o(entity, other) \
226 .void() monster_loot;
227 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
230 * called when a monster moves
231 * returning true makes the monster stop
233 #define EV_MonsterMove(i, o) \
234 /**/ i(float, monster_speed_run) \
235 /**/ o(float, monster_speed_run) \
236 /**/ i(float, monster_speed_walk) \
237 /**/ o(float, monster_speed_walk) \
238 /**/ i(entity, monster_target) \
240 float monster_speed_run;
241 float monster_speed_walk;
242 entity monster_target;
243 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
245 /** called when a monster looks for another target */
246 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
248 /** called to change a random monster to a miniboss */
249 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
252 * called when a player tries to spawn a monster
253 * return 1 to prevent spawning
255 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
257 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
258 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
259 /**/ i(entity, frag_inflictor) \
260 /**/ i(entity, frag_attacker) \
261 /** same as self */ i(entity, frag_target) \
262 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
263 /**/ i(float, damage_take) \
264 /**/ o(float, damage_take) \
265 /**/ i(float, damage_save) \
266 /**/ o(float, damage_save) \
271 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
274 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
275 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
277 #define EV_PlayerDamage_Calculate(i, o) \
278 /**/ i(entity, frag_attacker) \
279 /**/ i(entity, frag_target) \
280 /**/ i(float, frag_deathtype) \
281 /**/ i(float, frag_damage) \
282 /**/ o(float, frag_damage) \
283 /**/ i(float, frag_mirrordamage) \
284 /**/ o(float, frag_mirrordamage) \
285 /**/ i(vector, frag_force) \
286 /**/ o(vector, frag_force) \
289 float frag_mirrordamage;
291 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
294 * Called when a player is damaged
296 #define EV_PlayerDamaged(i, o) \
297 /** attacker */ i(entity, mutator_argv_entity_0) \
298 /** target */ i(entity, mutator_argv_entity_1) \
299 /** health */ i(int, mutator_argv_int_0) \
300 /** armor */ i(int, mutator_argv_int_1) \
301 /** location */ i(vector, mutator_argv_vector_0) \
303 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
305 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
306 #define EV_PlayerPowerups(i, o) \
307 /**/ i(entity, self) \
308 /**/ i(int, olditems) \
311 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
314 * called every player think frame
315 * return 1 to disable regen
317 #define EV_PlayerRegen(i, o) \
318 /**/ i(float, regen_mod_max) \
319 /**/ o(float, regen_mod_max) \
320 /**/ i(float, regen_mod_regen) \
321 /**/ o(float, regen_mod_regen) \
322 /**/ i(float, regen_mod_rot) \
323 /**/ o(float, regen_mod_rot) \
324 /**/ i(float, regen_mod_limit) \
325 /**/ o(float, regen_mod_limit) \
328 float regen_mod_regen;
330 float regen_mod_limit;
331 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
334 * called when the use key is pressed
335 * if MUTATOR_RETURNVALUE is 1, don't do anything
336 * return 1 if the use key actually did something
338 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
341 * called when a client command is parsed
342 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
343 * NOTE: return true if you handled the command, return false to continue handling
344 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
346 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
348 * if (MUTATOR_RETURNVALUE) // command was already handled?
350 * if (cmd_name == "echocvar" && cmd_argc >= 2)
352 * print(cvar_string(argv(1)), "\n");
355 * if (cmd_name == "echostring" && cmd_argc >= 2)
357 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
363 #define EV_SV_ParseClientCommand(i, o) \
364 /** command name */ i(string, cmd_name) \
365 /** also, argv() can be used */ i(int, cmd_argc) \
366 /** whole command, use only if you really have to */ i(string, cmd_string) \
371 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
374 * called when a spawnpoint is being evaluated
375 * return 1 to make the spawnpoint unusable
377 #define EV_Spawn_Score(i, o) \
378 /** player wanting to spawn */ i(entity, self) \
379 /** spot to be evaluated */ i(entity, spawn_spot) \
380 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
381 /**/ o(vector, spawn_score) \
384 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
386 /** runs globally each server frame */
387 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
389 #define EV_SetModname(i, o) \
390 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
393 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
396 * called for each item being spawned on a map, including dropped weapons
397 * return 1 to remove an item
399 #define EV_Item_Spawn(i, o) \
400 /** the item */ i(entity, self) \
402 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
404 #define EV_SetWeaponreplace(i, o) \
405 /** map entity */ i(entity, self) \
406 /** weapon info */ i(entity, other) \
407 /**/ i(string, ret_string) \
408 /**/ o(string, ret_string) \
410 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
412 /** called when an item is about to respawn */
413 #define EV_Item_RespawnCountdown(i, o) \
414 /**/ i(string, item_name) \
415 /**/ o(string, item_name) \
416 /**/ i(vector, item_color) \
417 /**/ o(vector, item_color) \
421 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
423 /** called when a bot checks a target to attack */
424 #define EV_BotShouldAttack(i, o) \
425 /**/ i(entity, checkentity) \
428 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
431 * called whenever a player goes through a portal gun teleport
432 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
434 #define EV_PortalTeleport(i, o) \
435 /**/ i(entity, self) \
437 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
440 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
441 * normally help me ping uses self.waypointsprite_attachedforcarrier,
442 * but if your mutator uses something different then you can handle it
443 * in a special manner using this hook
445 #define EV_HelpMePing(i, o) \
446 /** the player who pressed impulse 33 */ i(entity, self) \
448 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
451 * called when a vehicle initializes
452 * return true to remove the vehicle
454 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
457 * called when a player enters a vehicle
458 * allows mutators to set special settings in this event
460 #define EV_VehicleEnter(i, o) \
461 /** player */ i(entity, vh_player) \
462 /** vehicle */ i(entity, vh_vehicle) \
466 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
469 * called when a player touches a vehicle
470 * return true to stop player from entering the vehicle
472 #define EV_VehicleTouch(i, o) \
473 /** vehicle */ i(entity, self) \
474 /** player */ i(entity, other) \
476 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
479 * called when a player exits a vehicle
480 * allows mutators to set special settings in this event
482 #define EV_VehicleExit(i, o) \
483 /** player */ i(entity, vh_player) \
484 /** vehicle */ i(entity, vh_vehicle) \
486 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
488 /** called when a speedrun is aborted and the player is teleported back to start position */
489 #define EV_AbortSpeedrun(i, o) \
490 /** player */ i(entity, self) \
492 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
494 /** called at when a item is touched. Called early, can edit item properties. */
495 #define EV_ItemTouch(i, o) \
496 /** item */ i(entity, self) \
497 /** player */ i(entity, other) \
499 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
502 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
503 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
504 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
507 /** called at when a player connect */
508 #define EV_ClientConnect(i, o) \
509 /** player */ i(entity, self) \
511 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
513 #define EV_HavocBot_ChooseRole(i, o) \
514 /**/ i(entity, self) \
516 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
518 /** called when a target is checked for accuracy */
519 #define EV_AccuracyTargetValid(i, o) \
520 /** attacker */ i(entity, frag_attacker) \
521 /** target */ i(entity, frag_target) \
523 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
525 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
526 MUT_ACCADD_INVALID, // return this flag to make the function always continue
527 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return