3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
20 * return true to prevent a spectator/observer to spawn as player
22 #define EV_ForbidSpawn(i, o) \
23 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
25 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
27 /** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
28 #define EV_ForbidRandomStartWeapons(i, o) \
29 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
31 MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
33 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
34 #define EV_PlayerSpawn(i, o) \
35 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
36 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
38 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
40 /** called after a player's weapon is chosen so it can be overriden here */
41 #define EV_PlayerWeaponSelect(i, o) \
42 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
44 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
46 /** called in reset_map */
47 #define EV_reset_map_global(i, o) \
49 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
51 /** called in reset_map */
52 #define EV_reset_map_players(i, o) \
54 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
56 /** returns 1 if clearing player score shall not be allowed */
57 #define EV_ForbidPlayerScore_Clear(i, o) \
59 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
61 /** called when a player disconnects */
62 #define EV_ClientDisconnect(i, o) \
63 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
65 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
67 /** called when a player dies to e.g. remove stuff he was carrying. */
68 #define EV_PlayerDies(i, o) \
69 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
70 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
71 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
72 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
73 /** damage */ i(float, MUTATOR_ARGV_4_float) \
74 /** damage */ o(float, MUTATOR_ARGV_4_float) \
76 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
78 /** called after a player died. */
79 #define EV_PlayerDied(i, o) \
80 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
82 MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
84 /** allows overriding the frag centerprint messages */
85 #define EV_FragCenterMessage(i, o) \
86 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
87 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
88 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
89 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
90 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
92 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
94 /** called when a player dies to e.g. remove stuff he was carrying */
95 #define EV_PlayHitsound(i, o) \
96 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
97 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
99 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
101 /** called when an item model is about to be set, allows custom paths etc. */
102 #define EV_ItemModel(i, o) \
103 /** model */ i(string, MUTATOR_ARGV_0_string) \
104 /** output */ i(string, MUTATOR_ARGV_1_string) \
105 /**/ o(string, MUTATOR_ARGV_1_string) \
107 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
109 /** called when an item sound is about to be played, allows custom paths etc. */
110 #define EV_ItemSound(i, o) \
111 /** sound */ i(string, MUTATOR_ARGV_0_string) \
112 /** output */ i(string, MUTATOR_ARGV_1_string) \
113 /**/ o(string, MUTATOR_ARGV_1_string) \
115 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
117 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
118 #define EV_GiveFragsForKill(i, o) \
119 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
120 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
121 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
122 /** */ o(float, MUTATOR_ARGV_2_float) \
124 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
126 /** called when the match ends */
127 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
129 /** allows adjusting allowed teams */
130 #define EV_CheckAllowedTeams(i, o) \
131 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
132 /**/ o(float, MUTATOR_ARGV_0_float) \
133 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
134 /**/ o(string, MUTATOR_ARGV_1_string) \
135 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
137 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
139 /** return true to manually override team counts */
140 MUTATOR_HOOKABLE(GetTeamCounts, EV_NO_ARGS);
142 /** allow overriding of team counts */
143 #define EV_GetTeamCount(i, o) \
144 /** team to count */ i(float, MUTATOR_ARGV_0_float) \
145 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
146 /** number of players in a team */ i(float, MUTATOR_ARGV_2_float) \
147 /**/ o(float, MUTATOR_ARGV_2_float) \
148 /** number of bots in a team */ i(float, MUTATOR_ARGV_3_float) \
149 /**/ o(float, MUTATOR_ARGV_3_float) \
150 /** lowest scoring human in a team */ i(entity, MUTATOR_ARGV_4_entity) \
151 /**/ o(entity, MUTATOR_ARGV_4_entity) \
152 /** lowest scoring bot in a team */ i(entity, MUTATOR_ARGV_5_entity) \
153 /**/ o(entity, MUTATOR_ARGV_5_entity) \
155 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
157 /** allows overriding best teams */
158 #define EV_FindBestTeams(i, o) \
159 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
160 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
162 MUTATOR_HOOKABLE(FindBestTeams, EV_FindBestTeams);
164 /** copies variables for spectating "spectatee" to "this" */
165 #define EV_SpectateCopy(i, o) \
166 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
167 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
169 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
171 /** called when formatting a chat message to replace fancy functions */
172 #define EV_FormatMessage(i, o) \
173 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
174 /** escape */ i(string, MUTATOR_ARGV_1_string) \
175 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
176 /**/ o(string, MUTATOR_ARGV_2_string) \
177 /** message */ i(string, MUTATOR_ARGV_3_string) \
179 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
181 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
182 #define EV_PreFormatMessage(i, o) \
183 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
184 /** message */ i(string, MUTATOR_ARGV_1_string) \
185 /**/ o(string, MUTATOR_ARGV_1_string) \
187 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
189 /** returns true if throwing the current weapon shall not be allowed */
190 #define EV_ForbidThrowCurrentWeapon(i, o) \
191 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
192 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
194 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
196 /** returns true if dropping the current weapon shall not be allowed at any time including death */
197 #define EV_ForbidDropCurrentWeapon(i, o) \
198 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
199 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
201 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
204 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
206 /** allows changing attack rate */
207 #define EV_WeaponRateFactor(i, o) \
208 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
209 /**/ o(float, MUTATOR_ARGV_0_float) \
210 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
212 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
214 /** allows changing weapon speed (projectiles mostly) */
215 #define EV_WeaponSpeedFactor(i, o) \
216 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
217 /**/ o(float, MUTATOR_ARGV_0_float) \
218 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
220 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
222 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
223 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
225 /** called every frame. customizes the waypoint for spectators */
226 #define EV_CustomizeWaypoint(i, o) \
227 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
228 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
230 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
233 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
234 * return error to request removal
236 #define EV_FilterItem(i, o) \
237 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
239 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
241 /** return error to request removal */
242 #define EV_TurretSpawn(i, o) \
243 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
245 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
247 /** return error to not attack */
248 #define EV_TurretFire(i, o) \
249 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
251 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
253 /** return error to not attack */
254 #define EV_Turret_CheckFire(i, o) \
255 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
256 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
258 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
260 /** return error to prevent entity spawn, or modify the entity */
261 #define EV_OnEntityPreSpawn(i, o) \
262 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
264 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
266 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
267 #define EV_PlayerPreThink(i, o) \
268 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
270 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
272 /** TODO change this into a general PlayerPostThink hook? */
273 #define EV_GetPressedKeys(i, o) \
274 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
276 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
278 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
279 #define EV_GetCvars(i, o) \
280 /**/ i(float, get_cvars_f) \
281 /**/ i(string, get_cvars_s) \
285 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
287 /** can edit any "just fired" projectile */
288 #define EV_EditProjectile(i, o) \
289 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
290 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
292 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
294 /** called when a monster spawns */
295 #define EV_MonsterSpawn(i, o) \
296 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
298 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
300 /** called when a monster dies */
301 #define EV_MonsterDies(i, o) \
302 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
303 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
304 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
306 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
308 /** called when a monster dies */
309 #define EV_MonsterRemove(i, o) \
310 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
312 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
314 /** called when a monster wants to respawn */
315 #define EV_MonsterRespawn(i, o) \
316 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
318 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
320 /** called when a monster is dropping loot */
321 #define EV_MonsterDropItem(i, o) \
322 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
323 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
324 /**/ o(entity, MUTATOR_ARGV_1_entity) \
325 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
327 .entity monster_loot;
328 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
331 * called when a monster moves
332 * returning true makes the monster stop
334 #define EV_MonsterMove(i, o) \
335 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
336 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
337 /**/ o(float, MUTATOR_ARGV_1_float) \
338 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
339 /**/ o(float, MUTATOR_ARGV_2_float) \
340 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
341 /**/ o(entity, MUTATOR_ARGV_3_entity) \
343 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
345 /** called when a monster looks for another target */
346 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
349 * called when validating a monster's target
351 #define EV_MonsterValidTarget(i, o) \
352 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
353 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
355 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
357 /** called to change a random monster to a miniboss */
358 #define EV_MonsterCheckBossFlag(i, o) \
359 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
361 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
364 * called when a player tries to spawn a monster
365 * return 1 to prevent spawning
366 * NOTE: requires reason if disallowed
368 #define EV_AllowMobSpawning(i, o) \
369 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
370 /** reason */ o(string, MUTATOR_ARGV_1_string) \
372 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
374 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
375 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
376 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
377 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
378 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
379 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
380 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
381 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
382 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
383 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
384 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
385 /** damage */ i(float, MUTATOR_ARGV_7_float) \
387 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
390 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
391 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
393 #define EV_Damage_Calculate(i, o) \
394 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
395 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
396 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
397 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
398 /** damage */ i(float, MUTATOR_ARGV_4_float) \
399 /** damage */ o(float, MUTATOR_ARGV_4_float) \
400 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
401 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
402 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
403 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
405 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
408 * Called when a player is damaged
410 #define EV_PlayerDamaged(i, o) \
411 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
412 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
413 /** health */ i(float, MUTATOR_ARGV_2_float) \
414 /** armor */ i(float, MUTATOR_ARGV_3_float) \
415 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
416 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
417 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
419 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
422 * Called by W_DecreaseAmmo
424 #define EV_W_DecreaseAmmo(i, o) \
425 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
426 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
428 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
433 #define EV_W_Reload(i, o) \
434 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
436 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
438 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
439 #define EV_PlayerPowerups(i, o) \
440 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
441 /** old items */ i(int, MUTATOR_ARGV_1_int) \
443 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
446 * called every player think frame
447 * return 1 to disable regen
449 #define EV_PlayerRegen(i, o) \
450 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
451 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
452 /**/ o(float, MUTATOR_ARGV_1_float) \
453 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
454 /**/ o(float, MUTATOR_ARGV_2_float) \
455 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
456 /**/ o(float, MUTATOR_ARGV_3_float) \
457 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
458 /**/ o(float, MUTATOR_ARGV_4_float) \
459 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
460 /**/ o(float, MUTATOR_ARGV_5_float) \
461 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
462 /**/ o(float, MUTATOR_ARGV_6_float) \
463 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
464 /**/ o(float, MUTATOR_ARGV_7_float) \
465 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
466 /**/ o(float, MUTATOR_ARGV_8_float) \
467 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
468 /**/ o(float, MUTATOR_ARGV_9_float) \
469 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
470 /**/ o(float, MUTATOR_ARGV_10_float) \
472 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
475 * called when the use key is pressed
476 * if MUTATOR_RETURNVALUE is 1, don't do anything
477 * return 1 if the use key actually did something
479 #define EV_PlayerUseKey(i, o) \
480 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
482 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
485 * called when a client command is parsed
486 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
487 * NOTE: return true if you handled the command, return false to continue handling
488 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
490 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
492 * if (MUTATOR_RETURNVALUE) // command was already handled?
494 * if (cmd_name == "echocvar" && cmd_argc >= 2)
496 * print(cvar_string(argv(1)), "\n");
499 * if (cmd_name == "echostring" && cmd_argc >= 2)
501 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
507 #define EV_SV_ParseClientCommand(i, o) \
508 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
509 /** command name */ i(string, MUTATOR_ARGV_1_string) \
510 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
511 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
513 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
515 /** please read EV_SV_ParseClientCommand description before using */
516 #define EV_SV_ParseServerCommand(i, o) \
517 /** command name */ i(string, MUTATOR_ARGV_0_string) \
518 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
519 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
521 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
524 * called when a spawnpoint is being evaluated
525 * return 1 to make the spawnpoint unusable
527 #define EV_Spawn_Score(i, o) \
528 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
529 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
530 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
531 /**/ o(vector, MUTATOR_ARGV_2_vector) \
533 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
535 /** runs globally each server frame */
536 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
538 #define EV_SetModname(i, o) \
539 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
540 /**/ i(string, MUTATOR_ARGV_0_string) \
541 /**/ o(string, MUTATOR_ARGV_0_string) \
543 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
546 * called for each item being spawned on a map, including dropped weapons
547 * return 1 to remove an item
549 #define EV_Item_Spawn(i, o) \
550 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
552 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
554 #define EV_SetWeaponreplace(i, o) \
555 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
556 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
557 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
558 /**/ o(string, MUTATOR_ARGV_2_string) \
560 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
562 /** called when an item is about to respawn */
563 #define EV_Item_RespawnCountdown(i, o) \
564 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
566 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
568 /** called when a bot checks a target to attack */
569 #define EV_BotShouldAttack(i, o) \
570 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
571 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
573 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
576 * called whenever a player goes through a portal gun teleport
577 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
579 #define EV_PortalTeleport(i, o) \
580 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
582 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
585 * called whenever a player uses impulse 33 (help me) in impulse.qc
586 * normally help me ping uses .waypointsprite_attachedforcarrier,
587 * but if your mutator uses something different then you can handle it
588 * in a special manner using this hook
590 #define EV_HelpMePing(i, o) \
591 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
593 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
596 * called when a vehicle initializes
597 * return true to remove the vehicle
599 #define EV_VehicleInit(i, o) \
600 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
602 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
605 * called when a player enters a vehicle
606 * allows mutators to set special settings in this event
608 #define EV_VehicleEnter(i, o) \
609 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
610 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
612 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
615 * called when a player touches a vehicle
616 * return true to stop player from entering the vehicle
618 #define EV_VehicleTouch(i, o) \
619 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
620 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
622 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
625 * called when a player exits a vehicle
626 * allows mutators to set special settings in this event
628 #define EV_VehicleExit(i, o) \
629 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
630 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
632 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
634 /** called when a speedrun is aborted and the player is teleported back to start position */
635 #define EV_AbortSpeedrun(i, o) \
636 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
638 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
640 /** called at when a item is touched. Called early, can edit item properties. */
641 #define EV_ItemTouch(i, o) \
642 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
643 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
644 /**/ o(entity, MUTATOR_ARGV_1_entity) \
646 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
649 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
650 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
651 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
654 /** called after the item has been touched. */
655 #define EV_ItemTouched(i, o) \
656 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
657 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
659 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
661 /** Called when the amount of entity resources changes. Can be used to override
663 #define EV_GetResourceLimit(i, o) \
664 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
665 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
666 /** limit */ i(float, MUTATOR_ARGV_2_float) \
667 /**/ o(float, MUTATOR_ARGV_2_float) \
669 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
671 /** Called when the amount of resource of an entity changes. See RESOURCE_*
672 constants for resource types. Return true to forbid the change. */
673 #define EV_SetResourceAmount(i, o) \
674 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
675 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
676 /**/ o(int, MUTATOR_ARGV_1_int) \
677 /** amount */ i(float, MUTATOR_ARGV_2_float) \
678 /**/ o(float, MUTATOR_ARGV_2_float) \
680 MUTATOR_HOOKABLE(SetResourceAmount, EV_SetResourceAmount);
682 /** Called after the amount of resource of an entity has changed. See RESOURCE_*
683 constants for resource types. */
684 #define EV_ResourceAmountChanged(i, o) \
685 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
686 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
687 /** amount */ i(float, MUTATOR_ARGV_2_float) \
689 MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
691 /** Called when entity is being given some resource. See RESOURCE_* constants
692 for resource types. Return true to forbid giving. */
693 #define EV_GiveResource(i, o) \
694 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
695 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
696 /**/ o(int, MUTATOR_ARGV_1_int) \
697 /** amount */ i(float, MUTATOR_ARGV_2_float) \
698 /**/ o(float, MUTATOR_ARGV_2_float) \
700 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
702 /** Called when entity is being given some resource with specified limit. See
703 RESOURCE_* constants for resource types. Return true to forbid giving. */
704 #define EV_GiveResourceWithLimit(i, o) \
705 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
706 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
707 /**/ o(int, MUTATOR_ARGV_1_int) \
708 /** amount */ i(float, MUTATOR_ARGV_2_float) \
709 /**/ o(float, MUTATOR_ARGV_2_float) \
710 /** limit */ i(float, MUTATOR_ARGV_3_float) \
711 /**/ o(float, MUTATOR_ARGV_3_float) \
713 MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
715 /** called at when a player connect */
716 #define EV_ClientConnect(i, o) \
717 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
719 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
721 #define EV_HavocBot_ChooseRole(i, o) \
722 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
724 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
726 /** called when a target is checked for accuracy */
727 #define EV_AccuracyTargetValid(i, o) \
728 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
729 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
731 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
733 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
734 MUT_ACCADD_INVALID, // return this flag to make the function always continue
735 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
738 /** Called when clearing the global parameters for a model */
739 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
741 /** Called when getting the global parameters for a model */
742 #define EV_GetModelParams(i, o) \
743 /** input */ i(string, MUTATOR_ARGV_0_string) \
744 /** command */ i(string, MUTATOR_ARGV_1_string) \
746 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
748 /** called when a bullet has hit a target */
749 #define EV_FireBullet_Hit(i, o) \
750 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
751 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
752 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
753 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
754 /** damage */ i(float, MUTATOR_ARGV_4_float) \
755 /**/ o(float, MUTATOR_ARGV_4_float) \
756 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
758 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
760 #define EV_FixPlayermodel(i, o) \
761 /** model */ i(string, MUTATOR_ARGV_0_string) \
762 /**/ o(string, MUTATOR_ARGV_0_string) \
763 /** skin */ i(int, MUTATOR_ARGV_1_int) \
764 /**/ o(int, MUTATOR_ARGV_1_int) \
765 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
767 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
769 /** Return error to play frag remaining announcements */
770 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
772 #define EV_GrappleHookThink(i, o) \
773 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
774 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
775 /**/ o(int, MUTATOR_ARGV_1_int) \
776 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
777 /**/ o(entity, MUTATOR_ARGV_2_entity) \
778 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
779 /**/ o(float, MUTATOR_ARGV_3_float) \
781 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
783 #define EV_BuffModel_Customize(i, o) \
784 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
785 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
787 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
789 /** called at when a buff is touched. Called early, can edit buff properties. */
790 #define EV_BuffTouch(i, o) \
791 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
792 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
793 /**/ o(entity, MUTATOR_ARGV_1_entity) \
795 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
797 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
799 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
801 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
803 #define EV_GetRecords(i, o) \
804 /** page */ i(int, MUTATOR_ARGV_0_int) \
805 /** record list */ i(string, MUTATOR_ARGV_1_string) \
806 /**/ o(string, MUTATOR_ARGV_1_string) \
808 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
810 #define EV_Race_FinalCheckpoint(i, o) \
811 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
813 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
815 /** called when player triggered kill (or is changing teams), return error to not do anything */
816 #define EV_ClientKill(i, o) \
817 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
818 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
819 /**/ o(float, MUTATOR_ARGV_1_float) \
821 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
823 /** called when player is about to be killed during kill command or changing teams */
824 #define EV_ClientKill_Now(i, o) \
825 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
827 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
829 #define EV_FixClientCvars(i, o) \
830 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
832 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
834 #define EV_SpectateSet(i, o) \
835 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
836 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
837 /**/ o(entity, MUTATOR_ARGV_1_entity) \
839 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
841 #define EV_SpectateNext(i, o) \
842 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
843 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
844 /**/ o(entity, MUTATOR_ARGV_1_entity) \
846 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
848 #define EV_SpectatePrev(i, o) \
849 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
850 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
851 /**/ o(entity, MUTATOR_ARGV_1_entity) \
852 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
854 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
857 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
858 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
859 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
862 /** called when player triggered kill (or is changing teams), return error to not do anything */
863 #define EV_Bot_FixCount(i, o) \
864 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
865 /**/ o(int, MUTATOR_ARGV_0_int) \
866 /** real players */ i(int, MUTATOR_ARGV_1_int) \
867 /**/ o(int, MUTATOR_ARGV_1_int) \
869 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
871 #define EV_ClientCommand_Spectate(i, o) \
872 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
874 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
877 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
878 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
879 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
882 #define EV_CheckRules_World(i, o) \
883 /** status */ i(float, MUTATOR_ARGV_0_float) \
884 /**/ o(float, MUTATOR_ARGV_0_float) \
885 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
886 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
888 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
890 #define EV_WantWeapon(i, o) \
891 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
892 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
893 /**/ o(float, MUTATOR_ARGV_1_float) \
894 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
895 /**/ o(bool, MUTATOR_ARGV_2_bool) \
896 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
897 /**/ o(bool, MUTATOR_ARGV_3_bool) \
899 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
901 #define EV_AddPlayerScore(i, o) \
902 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
903 /** score */ i(float, MUTATOR_ARGV_1_float) \
904 /**/ o(float, MUTATOR_ARGV_1_float) \
905 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
907 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
909 #define EV_AddedPlayerScore(i, o) \
910 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
911 /** score */ i(float, MUTATOR_ARGV_1_float) \
912 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
914 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
916 #define EV_GetPlayerStatus(i, o) \
917 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
919 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
921 #define EV_SetWeaponArena(i, o) \
922 /** arena */ i(string, MUTATOR_ARGV_0_string) \
923 /**/ o(string, MUTATOR_ARGV_0_string) \
925 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
927 #define EV_DropSpecialItems(i, o) \
928 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
930 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
933 * called when an admin tries to kill all monsters
934 * return 1 to prevent spawning
936 #define EV_AllowMobButcher(i, o) \
937 /** reason */ o(string, MUTATOR_ARGV_0_string) \
939 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
941 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
943 #define EV_SendWaypoint(i, o) \
944 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
945 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
946 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
947 /**/ o(int, MUTATOR_ARGV_2_int) \
948 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
949 /**/ o(int, MUTATOR_ARGV_3_int) \
951 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
953 #define EV_TurretValidateTarget(i, o) \
954 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
955 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
956 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
957 /** target score */ o(float, MUTATOR_ARGV_3_float) \
959 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
961 #define EV_TurretThink(i, o) \
962 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
964 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
966 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
969 #define EV_PrepareExplosionByDamage(i, o) \
970 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
971 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
973 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
975 /** called when a monster model is about to be set, allows custom paths etc. */
976 #define EV_MonsterModel(i, o) \
977 /** model */ i(string, MUTATOR_ARGV_0_string) \
978 /** output */ i(string, MUTATOR_ARGV_1_string) \
979 /**/ o(string, MUTATOR_ARGV_1_string) \
981 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
984 * Called before player changes their team. Return true to block team change.
986 #define EV_Player_ChangeTeam(i, o) \
987 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
988 /** current team */ i(float, MUTATOR_ARGV_1_float) \
989 /** new team */ i(float, MUTATOR_ARGV_2_float) \
991 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
994 * Called after player has changed their team.
996 #define EV_Player_ChangedTeam(i, o) \
997 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
998 /** old team */ i(float, MUTATOR_ARGV_1_float) \
999 /** current team */ i(float, MUTATOR_ARGV_2_float) \
1001 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
1004 * Called when player is about to be killed when changing teams. Return true to block killing.
1006 #define EV_Player_ChangeTeamKill(i, o) \
1007 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1009 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
1012 #define EV_URI_GetCallback(i, o) \
1013 /** id */ i(float, MUTATOR_ARGV_0_float) \
1014 /** status */ i(float, MUTATOR_ARGV_1_float) \
1015 /** data */ i(string, MUTATOR_ARGV_2_string) \
1017 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1020 * return true to prevent weapon use for a player
1022 #define EV_ForbidWeaponUse(i, o) \
1023 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1025 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1027 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1028 #define EV_CopyBody(i, o) \
1029 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1030 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1031 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1033 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1035 /** called when sending a chat message, ret argument can be changed to prevent the message */
1036 #define EV_ChatMessage(i, o) \
1037 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1038 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1039 /**/ o(int, MUTATOR_ARGV_1_int) \
1041 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1043 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1044 #define EV_ChatMessageTo(i, o) \
1045 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1046 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1048 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1050 /** return true to just restart the match, for modes that don't support readyrestart */
1051 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1053 /** called when a fusion reactor is validating its target */
1054 #define EV_FusionReactor_ValidTarget(i, o) \
1055 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1056 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1058 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1061 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1062 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1063 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1066 /** return true to hide the 'teamnumbers are imbalanced' message */
1067 #define EV_HideTeamNagger(i, o) \
1068 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1070 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1072 /** return true to show a waypoint while the item is spawning */
1073 #define EV_Item_ScheduleRespawn(i, o) \
1074 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1075 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1077 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1079 /** called before physics stats are set on a player, allows limited early customization */
1080 #define EV_PlayerPhysics_UpdateStats(i, o) \
1081 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1083 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1085 /** return true to use your own aim target (or none at all) */
1086 #define EV_HavocBot_Aim(i, o) \
1087 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1089 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1091 /** return true to skip respawn time calculations */
1092 #define EV_CalculateRespawnTime(i, o) \
1093 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1095 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);