3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 // to use a hook, first register your mutator using REGISTER_MUTATOR
8 // then create your function using MUTATOR_HOOKFUNCTION
10 /** called when a player becomes observer, after shared setup */
11 #define EV_MakePlayerObserver(i, o) \
12 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
14 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
17 #define EV_PutClientInServer(i, o) \
18 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
20 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
23 * return true to prevent a spectator/observer to spawn as player
25 #define EV_ForbidSpawn(i, o) \
26 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
28 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
30 /** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
31 #define EV_ForbidRandomStartWeapons(i, o) \
32 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
34 MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
36 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
37 #define EV_PlayerSpawn(i, o) \
38 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
39 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
41 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
43 /** called after a player's weapon is chosen so it can be overriden here */
44 #define EV_PlayerWeaponSelect(i, o) \
45 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
47 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
49 /** called in reset_map */
50 #define EV_reset_map_global(i, o) \
52 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
54 /** called in reset_map */
55 #define EV_reset_map_players(i, o) \
57 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
59 /** returns 1 if clearing player score shall not be allowed */
60 #define EV_ForbidPlayerScore_Clear(i, o) \
62 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
64 /** called when a player disconnects */
65 #define EV_ClientDisconnect(i, o) \
66 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
68 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
70 /** called when a player dies to e.g. remove stuff he was carrying. */
71 #define EV_PlayerDies(i, o) \
72 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
73 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
74 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
75 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
76 /** damage */ i(float, MUTATOR_ARGV_4_float) \
77 /** damage */ o(float, MUTATOR_ARGV_4_float) \
79 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
81 /** called after a player died. */
82 #define EV_PlayerDied(i, o) \
83 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
85 MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
87 /** allows overriding the frag centerprint messages */
88 #define EV_FragCenterMessage(i, o) \
89 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
90 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
91 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
92 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
93 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
95 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
97 /** called when a player dies to e.g. remove stuff he was carrying */
98 #define EV_PlayHitsound(i, o) \
99 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
100 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
102 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
104 /** called when an item model is about to be set, allows custom paths etc. */
105 #define EV_ItemModel(i, o) \
106 /** model */ i(string, MUTATOR_ARGV_0_string) \
107 /** output */ i(string, MUTATOR_ARGV_1_string) \
108 /**/ o(string, MUTATOR_ARGV_1_string) \
110 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
112 /** called when an item sound is about to be played, allows custom paths etc. */
113 #define EV_ItemSound(i, o) \
114 /** sound */ i(string, MUTATOR_ARGV_0_string) \
115 /** output */ i(string, MUTATOR_ARGV_1_string) \
116 /**/ o(string, MUTATOR_ARGV_1_string) \
118 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
120 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
121 #define EV_GiveFragsForKill(i, o) \
122 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
123 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
124 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
125 /** */ o(float, MUTATOR_ARGV_2_float) \
127 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
129 /** called when the match ends */
130 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
132 /** allows adjusting allowed teams */
133 #define EV_CheckAllowedTeams(i, o) \
134 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
135 /**/ o(float, MUTATOR_ARGV_0_float) \
136 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
137 /**/ o(string, MUTATOR_ARGV_1_string) \
138 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
140 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
142 /** return true to manually override team counts */
143 MUTATOR_HOOKABLE(GetTeamCounts, EV_NO_ARGS);
145 /** allow overriding of team counts */
146 #define EV_GetTeamCount(i, o) \
147 /** team to count */ i(float, MUTATOR_ARGV_0_float) \
148 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
149 /** number of players in a team */ i(float, MUTATOR_ARGV_2_float) \
150 /**/ o(float, MUTATOR_ARGV_2_float) \
151 /** number of bots in a team */ i(float, MUTATOR_ARGV_3_float) \
152 /**/ o(float, MUTATOR_ARGV_3_float) \
153 /** lowest scoring human in a team */ i(entity, MUTATOR_ARGV_4_entity) \
154 /**/ o(entity, MUTATOR_ARGV_4_entity) \
155 /** lowest scoring bot in a team */ i(entity, MUTATOR_ARGV_5_entity) \
156 /**/ o(entity, MUTATOR_ARGV_5_entity) \
158 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
160 /** allows overriding best teams */
161 #define EV_FindBestTeams(i, o) \
162 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
163 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
165 MUTATOR_HOOKABLE(FindBestTeams, EV_FindBestTeams);
167 /** copies variables for spectating "spectatee" to "this" */
168 #define EV_SpectateCopy(i, o) \
169 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
170 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
172 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
174 /** called when formatting a chat message to replace fancy functions */
175 #define EV_FormatMessage(i, o) \
176 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
177 /** escape */ i(string, MUTATOR_ARGV_1_string) \
178 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
179 /**/ o(string, MUTATOR_ARGV_2_string) \
180 /** message */ i(string, MUTATOR_ARGV_3_string) \
182 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
184 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
185 #define EV_PreFormatMessage(i, o) \
186 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
187 /** message */ i(string, MUTATOR_ARGV_1_string) \
188 /**/ o(string, MUTATOR_ARGV_1_string) \
190 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
192 /** returns true if throwing the current weapon shall not be allowed */
193 #define EV_ForbidThrowCurrentWeapon(i, o) \
194 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
195 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
197 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
199 /** returns true if dropping the current weapon shall not be allowed at any time including death */
200 #define EV_ForbidDropCurrentWeapon(i, o) \
201 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
202 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
204 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
207 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
209 /** allows changing attack rate */
210 #define EV_WeaponRateFactor(i, o) \
211 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
212 /**/ o(float, MUTATOR_ARGV_0_float) \
213 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
215 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
217 /** allows changing weapon speed (projectiles mostly) */
218 #define EV_WeaponSpeedFactor(i, o) \
219 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
220 /**/ o(float, MUTATOR_ARGV_0_float) \
221 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
223 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
225 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
226 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
228 /** called every frame. customizes the waypoint for spectators */
229 #define EV_CustomizeWaypoint(i, o) \
230 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
231 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
233 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
235 /** Check if items having the given definition are allowed to spawn.
236 * Return true to disallow spawning.
238 #define EV_FilterItemDefinition(i, o) \
239 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
241 MUTATOR_HOOKABLE(FilterItemDefinition, EV_FilterItemDefinition);
244 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
245 * return error to request removal
247 #define EV_FilterItem(i, o) \
248 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
250 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
252 /** return error to request removal */
253 #define EV_TurretSpawn(i, o) \
254 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
256 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
258 /** return error to not attack */
259 #define EV_TurretFire(i, o) \
260 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
262 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
264 /** return error to not attack */
265 #define EV_Turret_CheckFire(i, o) \
266 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
267 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
269 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
271 /** return error to prevent entity spawn, or modify the entity */
272 #define EV_OnEntityPreSpawn(i, o) \
273 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
275 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
277 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
278 #define EV_PlayerPreThink(i, o) \
279 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
281 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
283 /** TODO change this into a general PlayerPostThink hook? */
284 #define EV_GetPressedKeys(i, o) \
285 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
287 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
289 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
290 #define EV_GetCvars(i, o) \
291 /**/ i(float, get_cvars_f) \
292 /**/ i(string, get_cvars_s) \
296 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
298 /** can edit any "just fired" projectile */
299 #define EV_EditProjectile(i, o) \
300 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
301 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
303 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
305 /** called when a monster spawns */
306 #define EV_MonsterSpawn(i, o) \
307 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
309 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
311 /** called when a monster dies */
312 #define EV_MonsterDies(i, o) \
313 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
314 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
315 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
317 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
319 /** called when a monster dies */
320 #define EV_MonsterRemove(i, o) \
321 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
323 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
325 /** called when a monster wants to respawn */
326 #define EV_MonsterRespawn(i, o) \
327 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
329 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
331 /** called when a monster is dropping loot */
332 #define EV_MonsterDropItem(i, o) \
333 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
334 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
335 /**/ o(entity, MUTATOR_ARGV_1_entity) \
336 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
338 .entity monster_loot;
339 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
342 * called when a monster moves
343 * returning true makes the monster stop
345 #define EV_MonsterMove(i, o) \
346 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
347 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
348 /**/ o(float, MUTATOR_ARGV_1_float) \
349 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
350 /**/ o(float, MUTATOR_ARGV_2_float) \
351 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
352 /**/ o(entity, MUTATOR_ARGV_3_entity) \
354 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
356 /** called when a monster looks for another target */
357 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
360 * called when validating a monster's target
362 #define EV_MonsterValidTarget(i, o) \
363 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
364 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
366 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
368 /** called to change a random monster to a miniboss */
369 #define EV_MonsterCheckBossFlag(i, o) \
370 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
372 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
375 * called when a player tries to spawn a monster
376 * return 1 to prevent spawning
377 * NOTE: requires reason if disallowed
379 #define EV_AllowMobSpawning(i, o) \
380 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
381 /** reason */ o(string, MUTATOR_ARGV_1_string) \
383 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
385 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
386 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
387 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
388 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
389 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
390 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
391 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
392 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
393 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
394 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
395 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
396 /** damage */ i(float, MUTATOR_ARGV_7_float) \
398 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
401 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
402 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
404 #define EV_Damage_Calculate(i, o) \
405 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
406 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
407 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
408 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
409 /** damage */ i(float, MUTATOR_ARGV_4_float) \
410 /** damage */ o(float, MUTATOR_ARGV_4_float) \
411 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
412 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
413 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
414 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
416 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
419 * Called when a player is damaged
421 #define EV_PlayerDamaged(i, o) \
422 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
423 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
424 /** health */ i(float, MUTATOR_ARGV_2_float) \
425 /** armor */ i(float, MUTATOR_ARGV_3_float) \
426 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
427 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
428 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
430 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
433 * Called by W_DecreaseAmmo
435 #define EV_W_DecreaseAmmo(i, o) \
436 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
437 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
439 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
444 #define EV_W_Reload(i, o) \
445 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
447 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
449 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
450 #define EV_PlayerPowerups(i, o) \
451 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
452 /** old items */ i(int, MUTATOR_ARGV_1_int) \
454 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
457 * called every player think frame
458 * return 1 to disable regen
460 #define EV_PlayerRegen(i, o) \
461 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
462 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
463 /**/ o(float, MUTATOR_ARGV_1_float) \
464 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
465 /**/ o(float, MUTATOR_ARGV_2_float) \
466 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
467 /**/ o(float, MUTATOR_ARGV_3_float) \
468 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
469 /**/ o(float, MUTATOR_ARGV_4_float) \
470 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
471 /**/ o(float, MUTATOR_ARGV_5_float) \
472 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
473 /**/ o(float, MUTATOR_ARGV_6_float) \
474 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
475 /**/ o(float, MUTATOR_ARGV_7_float) \
476 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
477 /**/ o(float, MUTATOR_ARGV_8_float) \
478 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
479 /**/ o(float, MUTATOR_ARGV_9_float) \
480 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
481 /**/ o(float, MUTATOR_ARGV_10_float) \
483 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
486 * called when the use key is pressed
487 * if MUTATOR_RETURNVALUE is 1, don't do anything
488 * return 1 if the use key actually did something
490 #define EV_PlayerUseKey(i, o) \
491 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
493 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
496 * called when a client command is parsed
497 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
498 * NOTE: return true if you handled the command, return false to continue handling
499 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
501 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
503 * if (MUTATOR_RETURNVALUE) // command was already handled?
505 * if (cmd_name == "echocvar" && cmd_argc >= 2)
507 * print(cvar_string(argv(1)), "\n");
510 * if (cmd_name == "echostring" && cmd_argc >= 2)
512 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
518 #define EV_SV_ParseClientCommand(i, o) \
519 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
520 /** command name */ i(string, MUTATOR_ARGV_1_string) \
521 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
522 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
524 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
526 /** please read EV_SV_ParseClientCommand description before using */
527 #define EV_SV_ParseServerCommand(i, o) \
528 /** command name */ i(string, MUTATOR_ARGV_0_string) \
529 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
530 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
532 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
535 * called when a spawnpoint is being evaluated
536 * return 1 to make the spawnpoint unusable
538 #define EV_Spawn_Score(i, o) \
539 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
540 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
541 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
542 /**/ o(vector, MUTATOR_ARGV_2_vector) \
544 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
546 /** runs globally each server frame */
547 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
549 #define EV_SetModname(i, o) \
550 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
551 /**/ i(string, MUTATOR_ARGV_0_string) \
552 /**/ o(string, MUTATOR_ARGV_0_string) \
554 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
557 * called for each item being spawned on a map, including dropped weapons
558 * return 1 to remove an item
560 #define EV_Item_Spawn(i, o) \
561 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
563 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
565 #define EV_SetWeaponreplace(i, o) \
566 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
567 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
568 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
569 /**/ o(string, MUTATOR_ARGV_2_string) \
571 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
573 /** called when an item is about to respawn */
574 #define EV_Item_RespawnCountdown(i, o) \
575 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
577 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
579 /** called when a bot checks a target to attack */
580 #define EV_BotShouldAttack(i, o) \
581 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
582 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
584 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
587 * called whenever a player goes through a portal gun teleport
588 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
590 #define EV_PortalTeleport(i, o) \
591 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
593 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
596 * called whenever a player uses impulse 33 (help me) in impulse.qc
597 * normally help me ping uses .waypointsprite_attachedforcarrier,
598 * but if your mutator uses something different then you can handle it
599 * in a special manner using this hook
601 #define EV_HelpMePing(i, o) \
602 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
604 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
607 * called when a vehicle initializes
608 * return true to remove the vehicle
610 #define EV_VehicleInit(i, o) \
611 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
613 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
616 * called when a player enters a vehicle
617 * allows mutators to set special settings in this event
619 #define EV_VehicleEnter(i, o) \
620 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
621 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
623 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
626 * called when a player touches a vehicle
627 * return true to stop player from entering the vehicle
629 #define EV_VehicleTouch(i, o) \
630 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
631 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
633 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
636 * called when a player exits a vehicle
637 * allows mutators to set special settings in this event
639 #define EV_VehicleExit(i, o) \
640 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
641 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
643 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
645 /** called when a speedrun is aborted and the player is teleported back to start position */
646 #define EV_AbortSpeedrun(i, o) \
647 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
649 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
651 /** called at when a item is touched. Called early, can edit item properties. */
652 #define EV_ItemTouch(i, o) \
653 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
654 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
655 /**/ o(entity, MUTATOR_ARGV_1_entity) \
657 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
660 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
661 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
662 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
665 /** called after the item has been touched. */
666 #define EV_ItemTouched(i, o) \
667 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
668 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
670 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
672 /** Called when the amount of entity resources changes. Can be used to override
674 #define EV_GetResourceLimit(i, o) \
675 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
676 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
677 /** limit */ i(float, MUTATOR_ARGV_2_float) \
678 /**/ o(float, MUTATOR_ARGV_2_float) \
680 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
682 /** Called when the amount of resource of an entity changes. See RESOURCE_*
683 constants for resource types. Return true to forbid the change. */
684 #define EV_SetResourceAmount(i, o) \
685 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
686 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
687 /**/ o(int, MUTATOR_ARGV_1_int) \
688 /** amount */ i(float, MUTATOR_ARGV_2_float) \
689 /**/ o(float, MUTATOR_ARGV_2_float) \
691 MUTATOR_HOOKABLE(SetResourceAmount, EV_SetResourceAmount);
693 /** Called after the amount of resource of an entity has changed. See RESOURCE_*
694 constants for resource types. Amount wasted is the amount of resource that is
695 above resource limit so it was not given. */
696 #define EV_ResourceAmountChanged(i, o) \
697 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
698 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
699 /** amount */ i(float, MUTATOR_ARGV_2_float) \
701 MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
703 /** Called when there was an attempt to set entity resources higher than their
704 limit. See RESOURCE_* constants for resource types. Amount wasted is the amount
705 of resource that is above resource limit so it was not given. */
706 #define EV_ResourceWasted(i, o) \
707 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
708 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
709 /** amount wasted */ i(float, MUTATOR_ARGV_2_float) \
711 MUTATOR_HOOKABLE(ResourceWasted, EV_ResourceWasted);
713 /** Called when entity is being given some resource. See RESOURCE_* constants
714 for resource types. Return true to forbid giving. */
715 #define EV_GiveResource(i, o) \
716 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
717 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
718 /**/ o(int, MUTATOR_ARGV_1_int) \
719 /** amount */ i(float, MUTATOR_ARGV_2_float) \
720 /**/ o(float, MUTATOR_ARGV_2_float) \
722 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
724 /** Called when entity is being given some resource with specified limit. See
725 RESOURCE_* constants for resource types. Return true to forbid giving. */
726 #define EV_GiveResourceWithLimit(i, o) \
727 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
728 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
729 /**/ o(int, MUTATOR_ARGV_1_int) \
730 /** amount */ i(float, MUTATOR_ARGV_2_float) \
731 /**/ o(float, MUTATOR_ARGV_2_float) \
732 /** limit */ i(float, MUTATOR_ARGV_3_float) \
733 /**/ o(float, MUTATOR_ARGV_3_float) \
735 MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
737 /** called at when a player connect */
738 #define EV_ClientConnect(i, o) \
739 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
741 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
743 #define EV_HavocBot_ChooseRole(i, o) \
744 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
746 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
748 /** called when a target is checked for accuracy */
749 #define EV_AccuracyTargetValid(i, o) \
750 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
751 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
753 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
755 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
756 MUT_ACCADD_INVALID, // return this flag to make the function always continue
757 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
760 /** Called when clearing the global parameters for a model */
761 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
763 /** Called when getting the global parameters for a model */
764 #define EV_GetModelParams(i, o) \
765 /** input */ i(string, MUTATOR_ARGV_0_string) \
766 /** command */ i(string, MUTATOR_ARGV_1_string) \
768 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
770 /** called when a bullet has hit a target */
771 #define EV_FireBullet_Hit(i, o) \
772 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
773 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
774 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
775 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
776 /** damage */ i(float, MUTATOR_ARGV_4_float) \
777 /**/ o(float, MUTATOR_ARGV_4_float) \
778 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
780 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
782 #define EV_FixPlayermodel(i, o) \
783 /** model */ i(string, MUTATOR_ARGV_0_string) \
784 /**/ o(string, MUTATOR_ARGV_0_string) \
785 /** skin */ i(int, MUTATOR_ARGV_1_int) \
786 /**/ o(int, MUTATOR_ARGV_1_int) \
787 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
789 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
791 /** Return error to play frag remaining announcements */
792 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
794 #define EV_GrappleHookThink(i, o) \
795 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
796 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
797 /**/ o(int, MUTATOR_ARGV_1_int) \
798 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
799 /**/ o(entity, MUTATOR_ARGV_2_entity) \
800 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
801 /**/ o(float, MUTATOR_ARGV_3_float) \
803 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
805 #define EV_BuffModel_Customize(i, o) \
806 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
807 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
809 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
811 /** called at when a buff is touched. Called early, can edit buff properties. */
812 #define EV_BuffTouch(i, o) \
813 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
814 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
815 /**/ o(entity, MUTATOR_ARGV_1_entity) \
817 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
819 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
821 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
823 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
825 #define EV_GetRecords(i, o) \
826 /** page */ i(int, MUTATOR_ARGV_0_int) \
827 /** record list */ i(string, MUTATOR_ARGV_1_string) \
828 /**/ o(string, MUTATOR_ARGV_1_string) \
830 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
832 #define EV_Race_FinalCheckpoint(i, o) \
833 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
835 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
837 /** called when player triggered kill (or is changing teams), return error to not do anything */
838 #define EV_ClientKill(i, o) \
839 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
840 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
841 /**/ o(float, MUTATOR_ARGV_1_float) \
843 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
845 /** called when player is about to be killed during kill command or changing teams */
846 #define EV_ClientKill_Now(i, o) \
847 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
849 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
851 #define EV_FixClientCvars(i, o) \
852 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
854 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
856 #define EV_SpectateSet(i, o) \
857 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
858 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
859 /**/ o(entity, MUTATOR_ARGV_1_entity) \
861 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
863 #define EV_SpectateNext(i, o) \
864 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
865 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
866 /**/ o(entity, MUTATOR_ARGV_1_entity) \
868 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
870 #define EV_SpectatePrev(i, o) \
871 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
872 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
873 /**/ o(entity, MUTATOR_ARGV_1_entity) \
874 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
876 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
879 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
880 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
881 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
884 /** called when player triggered kill (or is changing teams), return error to not do anything */
885 #define EV_Bot_FixCount(i, o) \
886 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
887 /**/ o(int, MUTATOR_ARGV_0_int) \
888 /** real players */ i(int, MUTATOR_ARGV_1_int) \
889 /**/ o(int, MUTATOR_ARGV_1_int) \
891 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
893 #define EV_ClientCommand_Spectate(i, o) \
894 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
896 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
899 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
900 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
901 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
904 #define EV_CheckRules_World(i, o) \
905 /** status */ i(float, MUTATOR_ARGV_0_float) \
906 /**/ o(float, MUTATOR_ARGV_0_float) \
907 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
908 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
910 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
912 #define EV_WantWeapon(i, o) \
913 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
914 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
915 /**/ o(float, MUTATOR_ARGV_1_float) \
916 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
917 /**/ o(bool, MUTATOR_ARGV_2_bool) \
918 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
919 /**/ o(bool, MUTATOR_ARGV_3_bool) \
921 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
923 #define EV_AddPlayerScore(i, o) \
924 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
925 /** score */ i(float, MUTATOR_ARGV_1_float) \
926 /**/ o(float, MUTATOR_ARGV_1_float) \
927 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
929 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
931 #define EV_AddedPlayerScore(i, o) \
932 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
933 /** score */ i(float, MUTATOR_ARGV_1_float) \
934 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
936 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
938 #define EV_GetPlayerStatus(i, o) \
939 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
941 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
943 #define EV_SetWeaponArena(i, o) \
944 /** arena */ i(string, MUTATOR_ARGV_0_string) \
945 /**/ o(string, MUTATOR_ARGV_0_string) \
947 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
949 #define EV_DropSpecialItems(i, o) \
950 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
952 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
955 * called when an admin tries to kill all monsters
956 * return 1 to prevent spawning
958 #define EV_AllowMobButcher(i, o) \
959 /** reason */ o(string, MUTATOR_ARGV_0_string) \
961 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
963 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
965 #define EV_SendWaypoint(i, o) \
966 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
967 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
968 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
969 /**/ o(int, MUTATOR_ARGV_2_int) \
970 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
971 /**/ o(int, MUTATOR_ARGV_3_int) \
973 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
975 #define EV_TurretValidateTarget(i, o) \
976 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
977 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
978 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
979 /** target score */ o(float, MUTATOR_ARGV_3_float) \
981 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
983 #define EV_TurretThink(i, o) \
984 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
986 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
988 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
991 #define EV_PrepareExplosionByDamage(i, o) \
992 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
993 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
995 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
997 /** called when a monster model is about to be set, allows custom paths etc. */
998 #define EV_MonsterModel(i, o) \
999 /** model */ i(string, MUTATOR_ARGV_0_string) \
1000 /** output */ i(string, MUTATOR_ARGV_1_string) \
1001 /**/ o(string, MUTATOR_ARGV_1_string) \
1003 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
1006 * Called before player changes their team. Return true to block team change.
1008 #define EV_Player_ChangeTeam(i, o) \
1009 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1010 /** current team */ i(float, MUTATOR_ARGV_1_float) \
1011 /** new team */ i(float, MUTATOR_ARGV_2_float) \
1013 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
1016 * Called after player has changed their team.
1018 #define EV_Player_ChangedTeam(i, o) \
1019 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1020 /** old team */ i(float, MUTATOR_ARGV_1_float) \
1021 /** current team */ i(float, MUTATOR_ARGV_2_float) \
1023 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
1026 * Called when player is about to be killed when changing teams. Return true to block killing.
1028 #define EV_Player_ChangeTeamKill(i, o) \
1029 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1031 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
1034 #define EV_URI_GetCallback(i, o) \
1035 /** id */ i(float, MUTATOR_ARGV_0_float) \
1036 /** status */ i(float, MUTATOR_ARGV_1_float) \
1037 /** data */ i(string, MUTATOR_ARGV_2_string) \
1039 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1042 * return true to prevent weapon use for a player
1044 #define EV_ForbidWeaponUse(i, o) \
1045 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1047 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1049 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1050 #define EV_CopyBody(i, o) \
1051 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1052 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1053 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1055 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1057 /** called when sending a chat message, ret argument can be changed to prevent the message */
1058 #define EV_ChatMessage(i, o) \
1059 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1060 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1061 /**/ o(int, MUTATOR_ARGV_1_int) \
1063 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1065 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1066 #define EV_ChatMessageTo(i, o) \
1067 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1068 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1070 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1072 /** return true to just restart the match, for modes that don't support readyrestart */
1073 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1075 /** called when a fusion reactor is validating its target */
1076 #define EV_FusionReactor_ValidTarget(i, o) \
1077 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1078 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1080 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1083 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1084 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1085 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1088 /** return true to hide the 'teamnumbers are imbalanced' message */
1089 #define EV_HideTeamNagger(i, o) \
1090 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1092 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1094 /** return true to show a waypoint while the item is spawning */
1095 #define EV_Item_ScheduleRespawn(i, o) \
1096 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1097 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1099 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1101 /** called before physics stats are set on a player, allows limited early customization */
1102 #define EV_PlayerPhysics_UpdateStats(i, o) \
1103 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1105 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1107 /** return true to use your own aim target (or none at all) */
1108 #define EV_HavocBot_Aim(i, o) \
1109 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1111 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1113 /** return true to skip respawn time calculations */
1114 #define EV_CalculateRespawnTime(i, o) \
1115 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1117 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);