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 a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
28 #define EV_PlayerSpawn(i, o) \
29 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
30 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
32 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
34 /** called after a player's weapon is chosen so it can be overriden here */
35 #define EV_PlayerWeaponSelect(i, o) \
36 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
38 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
40 /** called in reset_map */
41 #define EV_reset_map_global(i, o) \
43 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
45 /** called in reset_map */
46 #define EV_reset_map_players(i, o) \
48 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
50 /** returns 1 if clearing player score shall not be allowed */
51 #define EV_ForbidPlayerScore_Clear(i, o) \
53 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
55 /** called when a player disconnects */
56 #define EV_ClientDisconnect(i, o) \
57 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
59 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
61 /** called when a player dies to e.g. remove stuff he was carrying. */
62 #define EV_PlayerDies(i, o) \
63 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
64 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
65 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
66 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
67 /** damage */ i(float, MUTATOR_ARGV_4_float) \
68 /** damage */ o(float, MUTATOR_ARGV_4_float) \
70 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
72 /** allows overriding the frag centerprint messages */
73 #define EV_FragCenterMessage(i, o) \
74 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
75 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
76 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
77 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
78 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
80 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
82 /** called when a player dies to e.g. remove stuff he was carrying */
83 #define EV_PlayHitsound(i, o) \
84 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
85 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
87 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
89 /** called when a weapon sound is about to be played, allows custom paths etc. */
90 #define EV_WeaponSound(i, o) \
91 /** sound */ i(string, MUTATOR_ARGV_0_string) \
92 /** output */ i(string, MUTATOR_ARGV_1_string) \
93 /**/ o(string, MUTATOR_ARGV_1_string) \
95 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
97 /** called when an item model is about to be set, allows custom paths etc. */
98 #define EV_ItemModel(i, o) \
99 /** model */ i(string, MUTATOR_ARGV_0_string) \
100 /** output */ i(string, MUTATOR_ARGV_1_string) \
101 /**/ o(string, MUTATOR_ARGV_1_string) \
103 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
105 /** called when an item sound is about to be played, allows custom paths etc. */
106 #define EV_ItemSound(i, o) \
107 /** sound */ i(string, MUTATOR_ARGV_0_string) \
108 /** output */ i(string, MUTATOR_ARGV_1_string) \
109 /**/ o(string, MUTATOR_ARGV_1_string) \
111 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
113 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
114 #define EV_GiveFragsForKill(i, o) \
115 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
116 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
117 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
118 /** */ o(float, MUTATOR_ARGV_2_float) \
120 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
122 /** called when the match ends */
123 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
125 /** allows adjusting allowed teams */
126 #define EV_CheckAllowedTeams(i, o) \
127 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
128 /**/ o(float, MUTATOR_ARGV_0_float) \
129 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
130 /**/ o(string, MUTATOR_ARGV_1_string) \
132 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
134 /** copies variables for spectating "spectatee" to "this" */
135 #define EV_SpectateCopy(i, o) \
136 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
137 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
139 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
141 /** called when formatting a chat message to replace fancy functions */
142 #define EV_FormatMessage(i, o) \
143 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
144 /** escape */ i(string, MUTATOR_ARGV_1_string) \
145 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
146 /**/ o(string, MUTATOR_ARGV_2_string) \
147 /** message */ i(string, MUTATOR_ARGV_3_string) \
149 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
151 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
152 #define EV_PreFormatMessage(i, o) \
153 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
154 /** message */ i(string, MUTATOR_ARGV_1_string) \
155 /**/ o(string, MUTATOR_ARGV_1_string) \
157 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
159 /** returns true if throwing the current weapon shall not be allowed */
160 #define EV_ForbidThrowCurrentWeapon(i, o) \
161 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
162 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
164 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
166 /** returns true if dropping the current weapon shall not be allowed at any time including death */
167 #define EV_ForbidDropCurrentWeapon(i, o) \
168 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
169 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
171 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
174 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
176 /** allows changing attack rate */
177 #define EV_WeaponRateFactor(i, o) \
178 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
179 /**/ o(float, MUTATOR_ARGV_0_float) \
180 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
182 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
184 /** allows changing weapon speed (projectiles mostly) */
185 #define EV_WeaponSpeedFactor(i, o) \
186 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
187 /**/ o(float, MUTATOR_ARGV_0_float) \
188 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
190 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
192 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
193 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
195 /** called every frame. customizes the waypoint for spectators */
196 #define EV_CustomizeWaypoint(i, o) \
197 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
198 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
200 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
203 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
204 * return error to request removal
206 #define EV_FilterItem(i, o) \
207 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
209 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
211 /** return error to request removal */
212 #define EV_TurretSpawn(i, o) \
213 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
215 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
217 /** return error to not attack */
218 #define EV_TurretFire(i, o) \
219 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
221 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
223 /** return error to not attack */
224 #define EV_Turret_CheckFire(i, o) \
225 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
226 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
228 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
230 /** return error to prevent entity spawn, or modify the entity */
231 #define EV_OnEntityPreSpawn(i, o) \
232 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
234 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
236 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
237 #define EV_PlayerPreThink(i, o) \
238 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
240 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
242 /** TODO change this into a general PlayerPostThink hook? */
243 #define EV_GetPressedKeys(i, o) \
244 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
246 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
248 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
249 #define EV_GetCvars(i, o) \
250 /**/ i(float, get_cvars_f) \
251 /**/ i(string, get_cvars_s) \
255 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
257 /** can edit any "just fired" projectile */
258 #define EV_EditProjectile(i, o) \
259 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
260 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
262 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
264 /** called when a monster spawns */
265 #define EV_MonsterSpawn(i, o) \
266 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
268 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
270 /** called when a monster dies */
271 #define EV_MonsterDies(i, o) \
272 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
273 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
274 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
276 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
278 /** called when a monster dies */
279 #define EV_MonsterRemove(i, o) \
280 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
282 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
284 /** called when a monster wants to respawn */
285 #define EV_MonsterRespawn(i, o) \
286 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
288 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
290 /** called when a monster is dropping loot */
291 #define EV_MonsterDropItem(i, o) \
292 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
293 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
294 /**/ o(entity, MUTATOR_ARGV_1_entity) \
295 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
297 .entity monster_loot;
298 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
301 * called when a monster moves
302 * returning true makes the monster stop
304 #define EV_MonsterMove(i, o) \
305 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
306 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
307 /**/ o(float, MUTATOR_ARGV_1_float) \
308 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
309 /**/ o(float, MUTATOR_ARGV_2_float) \
310 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
311 /**/ o(entity, MUTATOR_ARGV_3_entity) \
313 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
315 /** called when a monster looks for another target */
316 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
319 * called when validating a monster's target
321 #define EV_MonsterValidTarget(i, o) \
322 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
323 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
325 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
327 /** called to change a random monster to a miniboss */
328 #define EV_MonsterCheckBossFlag(i, o) \
329 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
331 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
334 * called when a player tries to spawn a monster
335 * return 1 to prevent spawning
336 * NOTE: requires reason if disallowed
338 #define EV_AllowMobSpawning(i, o) \
339 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
340 /** reason */ o(string, MUTATOR_ARGV_1_string) \
342 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
344 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
345 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
346 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
347 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
348 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
349 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
350 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
351 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
352 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
353 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
354 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
355 /** damage */ i(float, MUTATOR_ARGV_7_float) \
357 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
360 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
361 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
363 #define EV_Damage_Calculate(i, o) \
364 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
365 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
366 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
367 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
368 /** damage */ i(float, MUTATOR_ARGV_4_float) \
369 /** damage */ o(float, MUTATOR_ARGV_4_float) \
370 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
371 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
372 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
373 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
375 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
378 * Called when a player is damaged
380 #define EV_PlayerDamaged(i, o) \
381 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
382 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
383 /** health */ i(float, MUTATOR_ARGV_2_float) \
384 /** armor */ i(float, MUTATOR_ARGV_3_float) \
385 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
386 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
387 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
389 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
392 * Called by W_DecreaseAmmo
394 #define EV_W_DecreaseAmmo(i, o) \
395 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
396 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
398 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
403 #define EV_W_Reload(i, o) \
404 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
406 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
408 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
409 #define EV_PlayerPowerups(i, o) \
410 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
411 /** old items */ i(int, MUTATOR_ARGV_1_int) \
413 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
416 * called every player think frame
417 * return 1 to disable regen
419 #define EV_PlayerRegen(i, o) \
420 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
421 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
422 /**/ o(float, MUTATOR_ARGV_1_float) \
423 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
424 /**/ o(float, MUTATOR_ARGV_2_float) \
425 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
426 /**/ o(float, MUTATOR_ARGV_3_float) \
427 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
428 /**/ o(float, MUTATOR_ARGV_4_float) \
429 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
430 /**/ o(float, MUTATOR_ARGV_5_float) \
431 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
432 /**/ o(float, MUTATOR_ARGV_6_float) \
433 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
434 /**/ o(float, MUTATOR_ARGV_7_float) \
435 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
436 /**/ o(float, MUTATOR_ARGV_8_float) \
437 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
438 /**/ o(float, MUTATOR_ARGV_9_float) \
439 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
440 /**/ o(float, MUTATOR_ARGV_10_float) \
442 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
445 * called when the use key is pressed
446 * if MUTATOR_RETURNVALUE is 1, don't do anything
447 * return 1 if the use key actually did something
449 #define EV_PlayerUseKey(i, o) \
450 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
452 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
455 * called when a client command is parsed
456 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
457 * NOTE: return true if you handled the command, return false to continue handling
458 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
460 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
462 * if (MUTATOR_RETURNVALUE) // command was already handled?
464 * if (cmd_name == "echocvar" && cmd_argc >= 2)
466 * print(cvar_string(argv(1)), "\n");
469 * if (cmd_name == "echostring" && cmd_argc >= 2)
471 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
477 #define EV_SV_ParseClientCommand(i, o) \
478 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
479 /** command name */ i(string, MUTATOR_ARGV_1_string) \
480 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
481 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
483 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
485 /** please read EV_SV_ParseClientCommand description before using */
486 #define EV_SV_ParseServerCommand(i, o) \
487 /** command name */ i(string, MUTATOR_ARGV_0_string) \
488 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
489 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
491 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
494 * called when a spawnpoint is being evaluated
495 * return 1 to make the spawnpoint unusable
497 #define EV_Spawn_Score(i, o) \
498 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
499 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
500 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
501 /**/ o(vector, MUTATOR_ARGV_2_vector) \
503 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
505 /** runs globally each server frame */
506 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
508 #define EV_SetModname(i, o) \
509 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
510 /**/ i(string, MUTATOR_ARGV_0_string) \
511 /**/ o(string, MUTATOR_ARGV_0_string) \
513 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
516 * called for each item being spawned on a map, including dropped weapons
517 * return 1 to remove an item
519 #define EV_Item_Spawn(i, o) \
520 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
522 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
524 #define EV_SetWeaponreplace(i, o) \
525 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
526 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
527 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
528 /**/ o(string, MUTATOR_ARGV_2_string) \
530 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
532 /** called when an item is about to respawn */
533 #define EV_Item_RespawnCountdown(i, o) \
534 /** item name */ i(string, MUTATOR_ARGV_0_string) \
535 /**/ o(string, MUTATOR_ARGV_0_string) \
536 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
537 /**/ o(vector, MUTATOR_ARGV_1_vector) \
539 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
541 /** called when a bot checks a target to attack */
542 #define EV_BotShouldAttack(i, o) \
543 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
544 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
546 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
549 * called whenever a player goes through a portal gun teleport
550 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
552 #define EV_PortalTeleport(i, o) \
553 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
555 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
558 * called whenever a player uses impulse 33 (help me) in impulse.qc
559 * normally help me ping uses .waypointsprite_attachedforcarrier,
560 * but if your mutator uses something different then you can handle it
561 * in a special manner using this hook
563 #define EV_HelpMePing(i, o) \
564 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
566 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
569 * called when a vehicle initializes
570 * return true to remove the vehicle
572 #define EV_VehicleInit(i, o) \
573 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
575 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
578 * called when a player enters a vehicle
579 * allows mutators to set special settings in this event
581 #define EV_VehicleEnter(i, o) \
582 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
583 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
585 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
588 * called when a player touches a vehicle
589 * return true to stop player from entering the vehicle
591 #define EV_VehicleTouch(i, o) \
592 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
593 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
595 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
598 * called when a player exits a vehicle
599 * allows mutators to set special settings in this event
601 #define EV_VehicleExit(i, o) \
602 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
603 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
605 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
607 /** called when a speedrun is aborted and the player is teleported back to start position */
608 #define EV_AbortSpeedrun(i, o) \
609 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
611 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
613 /** called at when a item is touched. Called early, can edit item properties. */
614 #define EV_ItemTouch(i, o) \
615 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
616 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
617 /**/ o(entity, MUTATOR_ARGV_1_entity) \
619 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
622 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
623 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
624 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
627 /** called at when a player connect */
628 #define EV_ClientConnect(i, o) \
629 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
631 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
633 #define EV_HavocBot_ChooseRole(i, o) \
634 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
636 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
638 /** called when a target is checked for accuracy */
639 #define EV_AccuracyTargetValid(i, o) \
640 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
641 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
643 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
645 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
646 MUT_ACCADD_INVALID, // return this flag to make the function always continue
647 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
650 /** Called when clearing the global parameters for a model */
651 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
653 /** Called when getting the global parameters for a model */
654 #define EV_GetModelParams(i, o) \
655 /** input */ i(string, MUTATOR_ARGV_0_string) \
656 /** command */ i(string, MUTATOR_ARGV_1_string) \
658 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
660 /** called when a bullet has hit a target */
661 #define EV_FireBullet_Hit(i, o) \
662 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
663 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
664 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
665 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
666 /** damage */ i(float, MUTATOR_ARGV_4_float) \
667 /**/ o(float, MUTATOR_ARGV_4_float) \
668 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
670 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
672 #define EV_FixPlayermodel(i, o) \
673 /** model */ i(string, MUTATOR_ARGV_0_string) \
674 /**/ o(string, MUTATOR_ARGV_0_string) \
675 /** skin */ i(int, MUTATOR_ARGV_1_int) \
676 /**/ o(int, MUTATOR_ARGV_1_int) \
677 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
679 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
681 /** Return error to play frag remaining announcements */
682 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
684 #define EV_GrappleHookThink(i, o) \
685 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
686 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
687 /**/ o(int, MUTATOR_ARGV_1_int) \
688 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
689 /**/ o(entity, MUTATOR_ARGV_2_entity) \
690 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
691 /**/ o(float, MUTATOR_ARGV_3_float) \
693 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
695 #define EV_BuffModel_Customize(i, o) \
696 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
697 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
699 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
701 /** called at when a buff is touched. Called early, can edit buff properties. */
702 #define EV_BuffTouch(i, o) \
703 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
704 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
705 /**/ o(entity, MUTATOR_ARGV_1_entity) \
707 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
709 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
711 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
713 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
715 #define EV_GetRecords(i, o) \
716 /** page */ i(int, MUTATOR_ARGV_0_int) \
717 /** record list */ i(string, MUTATOR_ARGV_1_string) \
718 /**/ o(string, MUTATOR_ARGV_1_string) \
720 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
722 #define EV_Race_FinalCheckpoint(i, o) \
723 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
725 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
727 /** called when player triggered kill (or is changing teams), return error to not do anything */
728 #define EV_ClientKill(i, o) \
729 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
730 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
731 /**/ o(float, MUTATOR_ARGV_1_float) \
733 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
735 #define EV_FixClientCvars(i, o) \
736 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
738 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
740 #define EV_SpectateSet(i, o) \
741 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
742 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
743 /**/ o(entity, MUTATOR_ARGV_1_entity) \
745 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
747 #define EV_SpectateNext(i, o) \
748 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
749 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
750 /**/ o(entity, MUTATOR_ARGV_1_entity) \
752 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
754 #define EV_SpectatePrev(i, o) \
755 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
756 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
757 /**/ o(entity, MUTATOR_ARGV_1_entity) \
758 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
760 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
763 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
764 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
765 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
768 /** called when player triggered kill (or is changing teams), return error to not do anything */
769 #define EV_Bot_FixCount(i, o) \
770 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
771 /**/ o(int, MUTATOR_ARGV_0_int) \
772 /** real players */ i(int, MUTATOR_ARGV_1_int) \
773 /**/ o(int, MUTATOR_ARGV_1_int) \
775 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
777 #define EV_ClientCommand_Spectate(i, o) \
778 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
780 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
783 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
784 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
785 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
788 #define EV_CheckRules_World(i, o) \
789 /** status */ i(float, MUTATOR_ARGV_0_float) \
790 /**/ o(float, MUTATOR_ARGV_0_float) \
791 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
792 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
794 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
796 #define EV_WantWeapon(i, o) \
797 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
798 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
799 /**/ o(float, MUTATOR_ARGV_1_float) \
800 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
801 /**/ o(bool, MUTATOR_ARGV_2_bool) \
802 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
803 /**/ o(bool, MUTATOR_ARGV_3_bool) \
805 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
807 #define EV_AddPlayerScore(i, o) \
808 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
809 /** score */ i(float, MUTATOR_ARGV_1_float) \
810 /**/ o(float, MUTATOR_ARGV_1_float) \
811 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
813 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
815 #define EV_GetPlayerStatus(i, o) \
816 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
818 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
820 #define EV_SetWeaponArena(i, o) \
821 /** arena */ i(string, MUTATOR_ARGV_0_string) \
822 /**/ o(string, MUTATOR_ARGV_0_string) \
824 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
826 #define EV_DropSpecialItems(i, o) \
827 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
829 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
832 * called when an admin tries to kill all monsters
833 * return 1 to prevent spawning
835 #define EV_AllowMobButcher(i, o) \
836 /** reason */ o(string, MUTATOR_ARGV_0_string) \
838 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
840 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
842 #define EV_SendWaypoint(i, o) \
843 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
844 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
845 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
846 /**/ o(int, MUTATOR_ARGV_2_int) \
847 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
848 /**/ o(int, MUTATOR_ARGV_3_int) \
850 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
852 #define EV_TurretValidateTarget(i, o) \
853 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
854 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
855 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
856 /** target score */ o(float, MUTATOR_ARGV_3_float) \
858 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
860 #define EV_TurretThink(i, o) \
861 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
863 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
865 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
868 #define EV_PrepareExplosionByDamage(i, o) \
869 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
870 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
872 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
874 /** called when a monster model is about to be set, allows custom paths etc. */
875 #define EV_MonsterModel(i, o) \
876 /** model */ i(string, MUTATOR_ARGV_0_string) \
877 /** output */ i(string, MUTATOR_ARGV_1_string) \
878 /**/ o(string, MUTATOR_ARGV_1_string) \
880 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
883 #define EV_Player_ChangeTeam(i, o) \
884 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
885 /** current team */ i(float, MUTATOR_ARGV_1_float) \
886 /** new team */ i(float, MUTATOR_ARGV_2_float) \
888 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
891 #define EV_URI_GetCallback(i, o) \
892 /** id */ i(float, MUTATOR_ARGV_0_float) \
893 /** status */ i(float, MUTATOR_ARGV_1_float) \
894 /** data */ i(string, MUTATOR_ARGV_2_string) \
896 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
899 * return true to prevent weapon use for a player
901 #define EV_ForbidWeaponUse(i, o) \
902 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
904 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
906 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
907 #define EV_CopyBody(i, o) \
908 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
909 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
910 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
912 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
914 /** called when sending a chat message, ret argument can be changed to prevent the message */
915 #define EV_ChatMessage(i, o) \
916 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
917 /** ret */ i(int, MUTATOR_ARGV_1_int) \
918 /**/ o(int, MUTATOR_ARGV_1_int) \
920 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
922 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
923 #define EV_ChatMessageTo(i, o) \
924 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
925 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
927 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
929 /** return true to just restart the match, for modes that don't support readyrestart */
930 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
932 /** called when a fusion reactor is validating its target */
933 #define EV_FusionReactor_ValidTarget(i, o) \
934 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
935 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
937 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
940 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
941 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
942 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
945 /** return true to hide the 'teamnumbers are imbalanced' message */
946 #define EV_HideTeamNagger(i, o) \
947 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
949 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);