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. Return true to use the bitmask value and set
130 * non-empty string to use team entity name. Both behaviors can be active at the
131 * same time and will stack allowed teams.
133 #define EV_TeamBalance_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(TeamBalance_CheckAllowedTeams,
141 EV_TeamBalance_CheckAllowedTeams);
143 /** return true to manually override team counts */
144 MUTATOR_HOOKABLE(TeamBalance_GetTeamCounts, EV_NO_ARGS);
146 /** allow overriding of team counts */
147 #define EV_TeamBalance_GetTeamCount(i, o) \
148 /** team index to count */ i(float, MUTATOR_ARGV_0_float) \
149 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
150 /** number of players in a team */ i(float, MUTATOR_ARGV_2_float) \
151 /**/ o(float, MUTATOR_ARGV_2_float) \
152 /** number of bots in a team */ i(float, MUTATOR_ARGV_3_float) \
153 /**/ o(float, MUTATOR_ARGV_3_float) \
154 /** lowest scoring human in a team */ i(entity, MUTATOR_ARGV_4_entity) \
155 /**/ o(entity, MUTATOR_ARGV_4_entity) \
156 /** lowest scoring bot in a team */ i(entity, MUTATOR_ARGV_5_entity) \
157 /**/ o(entity, MUTATOR_ARGV_5_entity) \
159 MUTATOR_HOOKABLE(TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount);
161 /** allows overriding the teams that will make the game most balanced if the
162 * player joins any of them.
164 #define EV_TeamBalance_FindBestTeams(i, o) \
165 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
166 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
168 MUTATOR_HOOKABLE(TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams);
170 /** copies variables for spectating "spectatee" to "this" */
171 #define EV_SpectateCopy(i, o) \
172 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
173 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
175 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
177 /** called when formatting a chat message to replace fancy functions */
178 #define EV_FormatMessage(i, o) \
179 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
180 /** escape */ i(string, MUTATOR_ARGV_1_string) \
181 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
182 /**/ o(string, MUTATOR_ARGV_2_string) \
183 /** message */ i(string, MUTATOR_ARGV_3_string) \
185 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
187 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
188 #define EV_PreFormatMessage(i, o) \
189 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
190 /** message */ i(string, MUTATOR_ARGV_1_string) \
191 /**/ o(string, MUTATOR_ARGV_1_string) \
193 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
195 /** returns true if throwing the current weapon shall not be allowed */
196 #define EV_ForbidThrowCurrentWeapon(i, o) \
197 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
198 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
200 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
202 /** returns true if dropping the current weapon shall not be allowed at any time including death */
203 #define EV_ForbidDropCurrentWeapon(i, o) \
204 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
205 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
207 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
210 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
212 /** allows changing attack rate */
213 #define EV_WeaponRateFactor(i, o) \
214 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
215 /**/ o(float, MUTATOR_ARGV_0_float) \
216 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
218 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
220 /** allows changing weapon speed (projectiles mostly) */
221 #define EV_WeaponSpeedFactor(i, o) \
222 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
223 /**/ o(float, MUTATOR_ARGV_0_float) \
224 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
226 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
228 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
229 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
231 /** called every frame. customizes the waypoint for spectators */
232 #define EV_CustomizeWaypoint(i, o) \
233 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
234 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
236 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
239 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
240 * return error to request removal
242 #define EV_FilterItem(i, o) \
243 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
245 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
247 /** return error to request removal */
248 #define EV_TurretSpawn(i, o) \
249 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
251 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
253 /** return error to not attack */
254 #define EV_TurretFire(i, o) \
255 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
257 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
259 /** return error to not attack */
260 #define EV_Turret_CheckFire(i, o) \
261 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
262 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
264 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
266 /** return error to prevent entity spawn, or modify the entity */
267 #define EV_OnEntityPreSpawn(i, o) \
268 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
270 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
272 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
273 #define EV_PlayerPreThink(i, o) \
274 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
276 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
278 /** TODO change this into a general PlayerPostThink hook? */
279 #define EV_GetPressedKeys(i, o) \
280 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
282 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
284 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
285 #define EV_GetCvars(i, o) \
286 /**/ i(float, get_cvars_f) \
287 /**/ i(string, get_cvars_s) \
291 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
293 /** can edit any "just fired" projectile */
294 #define EV_EditProjectile(i, o) \
295 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
296 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
298 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
300 /** called when a monster spawns */
301 #define EV_MonsterSpawn(i, o) \
302 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
304 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
306 /** called when a monster dies */
307 #define EV_MonsterDies(i, o) \
308 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
309 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
310 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
312 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
314 /** called when a monster dies */
315 #define EV_MonsterRemove(i, o) \
316 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
318 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
320 /** called when a monster wants to respawn */
321 #define EV_MonsterRespawn(i, o) \
322 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
324 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
326 /** called when a monster is dropping loot */
327 #define EV_MonsterDropItem(i, o) \
328 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
329 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
330 /**/ o(entity, MUTATOR_ARGV_1_entity) \
331 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
333 .entity monster_loot;
334 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
337 * called when a monster moves
338 * returning true makes the monster stop
340 #define EV_MonsterMove(i, o) \
341 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
342 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
343 /**/ o(float, MUTATOR_ARGV_1_float) \
344 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
345 /**/ o(float, MUTATOR_ARGV_2_float) \
346 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
347 /**/ o(entity, MUTATOR_ARGV_3_entity) \
349 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
351 /** called when a monster looks for another target */
352 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
355 * called when validating a monster's target
357 #define EV_MonsterValidTarget(i, o) \
358 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
359 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
361 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
363 /** called to change a random monster to a miniboss */
364 #define EV_MonsterCheckBossFlag(i, o) \
365 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
367 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
370 * called when a player tries to spawn a monster
371 * return 1 to prevent spawning
372 * NOTE: requires reason if disallowed
374 #define EV_AllowMobSpawning(i, o) \
375 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
376 /** reason */ o(string, MUTATOR_ARGV_1_string) \
378 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
380 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
381 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
382 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
383 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
384 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
385 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
386 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
387 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
388 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
389 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
390 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
391 /** damage */ i(float, MUTATOR_ARGV_7_float) \
393 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
396 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
397 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
399 #define EV_Damage_Calculate(i, o) \
400 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
401 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
402 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
403 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
404 /** damage */ i(float, MUTATOR_ARGV_4_float) \
405 /** damage */ o(float, MUTATOR_ARGV_4_float) \
406 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
407 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
408 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
409 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
411 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
414 * Called when a player is damaged
416 #define EV_PlayerDamaged(i, o) \
417 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
418 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
419 /** health */ i(float, MUTATOR_ARGV_2_float) \
420 /** armor */ i(float, MUTATOR_ARGV_3_float) \
421 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
422 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
423 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
425 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
428 * Called by W_DecreaseAmmo
430 #define EV_W_DecreaseAmmo(i, o) \
431 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
432 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
434 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
439 #define EV_W_Reload(i, o) \
440 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
442 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
444 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
445 #define EV_PlayerPowerups(i, o) \
446 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
447 /** old items */ i(int, MUTATOR_ARGV_1_int) \
449 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
452 * called every player think frame
453 * return 1 to disable regen
455 #define EV_PlayerRegen(i, o) \
456 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
457 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
458 /**/ o(float, MUTATOR_ARGV_1_float) \
459 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
460 /**/ o(float, MUTATOR_ARGV_2_float) \
461 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
462 /**/ o(float, MUTATOR_ARGV_3_float) \
463 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
464 /**/ o(float, MUTATOR_ARGV_4_float) \
465 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
466 /**/ o(float, MUTATOR_ARGV_5_float) \
467 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
468 /**/ o(float, MUTATOR_ARGV_6_float) \
469 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
470 /**/ o(float, MUTATOR_ARGV_7_float) \
471 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
472 /**/ o(float, MUTATOR_ARGV_8_float) \
473 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
474 /**/ o(float, MUTATOR_ARGV_9_float) \
475 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
476 /**/ o(float, MUTATOR_ARGV_10_float) \
478 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
481 * called when the use key is pressed
482 * if MUTATOR_RETURNVALUE is 1, don't do anything
483 * return 1 if the use key actually did something
485 #define EV_PlayerUseKey(i, o) \
486 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
488 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
491 * called when a client command is parsed
492 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
493 * NOTE: return true if you handled the command, return false to continue handling
494 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
496 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
498 * if (MUTATOR_RETURNVALUE) // command was already handled?
500 * if (cmd_name == "echocvar" && cmd_argc >= 2)
502 * print(cvar_string(argv(1)), "\n");
505 * if (cmd_name == "echostring" && cmd_argc >= 2)
507 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
513 #define EV_SV_ParseClientCommand(i, o) \
514 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
515 /** command name */ i(string, MUTATOR_ARGV_1_string) \
516 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
517 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
519 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
521 /** please read EV_SV_ParseClientCommand description before using */
522 #define EV_SV_ParseServerCommand(i, o) \
523 /** command name */ i(string, MUTATOR_ARGV_0_string) \
524 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
525 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
527 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
530 * called when a spawnpoint is being evaluated
531 * return 1 to make the spawnpoint unusable
533 #define EV_Spawn_Score(i, o) \
534 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
535 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
536 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
537 /**/ o(vector, MUTATOR_ARGV_2_vector) \
539 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
541 /** runs globally each server frame */
542 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
544 #define EV_SetModname(i, o) \
545 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
546 /**/ i(string, MUTATOR_ARGV_0_string) \
547 /**/ o(string, MUTATOR_ARGV_0_string) \
549 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
552 * called for each item being spawned on a map, including dropped weapons
553 * return 1 to remove an item
555 #define EV_Item_Spawn(i, o) \
556 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
558 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
560 #define EV_SetWeaponreplace(i, o) \
561 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
562 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
563 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
564 /**/ o(string, MUTATOR_ARGV_2_string) \
566 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
568 /** called when an item is about to respawn */
569 #define EV_Item_RespawnCountdown(i, o) \
570 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
572 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
574 /** called when a bot checks a target to attack */
575 #define EV_BotShouldAttack(i, o) \
576 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
577 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
579 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
582 * called whenever a player goes through a portal gun teleport
583 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
585 #define EV_PortalTeleport(i, o) \
586 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
588 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
591 * called whenever a player uses impulse 33 (help me) in impulse.qc
592 * normally help me ping uses .waypointsprite_attachedforcarrier,
593 * but if your mutator uses something different then you can handle it
594 * in a special manner using this hook
596 #define EV_HelpMePing(i, o) \
597 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
599 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
602 * called when a vehicle initializes
603 * return true to remove the vehicle
605 #define EV_VehicleInit(i, o) \
606 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
608 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
611 * called when a player enters a vehicle
612 * allows mutators to set special settings in this event
614 #define EV_VehicleEnter(i, o) \
615 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
616 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
618 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
621 * called when a player touches a vehicle
622 * return true to stop player from entering the vehicle
624 #define EV_VehicleTouch(i, o) \
625 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
626 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
628 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
631 * called when a player exits a vehicle
632 * allows mutators to set special settings in this event
634 #define EV_VehicleExit(i, o) \
635 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
636 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
638 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
640 /** called when a speedrun is aborted and the player is teleported back to start position */
641 #define EV_AbortSpeedrun(i, o) \
642 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
644 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
646 /** called at when a item is touched. Called early, can edit item properties. */
647 #define EV_ItemTouch(i, o) \
648 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
649 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
650 /**/ o(entity, MUTATOR_ARGV_1_entity) \
652 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
655 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
656 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
657 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
660 /** called after the item has been touched. */
661 #define EV_ItemTouched(i, o) \
662 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
663 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
665 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
667 /** Called when the amount of entity resources changes. Can be used to override
669 #define EV_GetResourceLimit(i, o) \
670 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
671 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
672 /** limit */ i(float, MUTATOR_ARGV_2_float) \
673 /**/ o(float, MUTATOR_ARGV_2_float) \
675 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
677 /** Called when the amount of resource of an entity changes. See RESOURCE_*
678 constants for resource types. Return true to forbid the change. */
679 #define EV_SetResourceAmount(i, o) \
680 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
681 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
682 /**/ o(int, MUTATOR_ARGV_1_int) \
683 /** amount */ i(float, MUTATOR_ARGV_2_float) \
684 /**/ o(float, MUTATOR_ARGV_2_float) \
686 MUTATOR_HOOKABLE(SetResourceAmount, EV_SetResourceAmount);
688 /** Called when entity is being given some resource. See RESOURCE_* constants
689 for resource types. Return true to forbid giving. */
690 #define EV_GiveResource(i, o) \
691 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
692 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
693 /**/ o(int, MUTATOR_ARGV_1_int) \
694 /** amount */ i(float, MUTATOR_ARGV_2_float) \
695 /**/ o(float, MUTATOR_ARGV_2_float) \
697 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
699 /** called at when a player connect */
700 #define EV_ClientConnect(i, o) \
701 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
703 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
705 #define EV_HavocBot_ChooseRole(i, o) \
706 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
708 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
710 /** called when a target is checked for accuracy */
711 #define EV_AccuracyTargetValid(i, o) \
712 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
713 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
715 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
717 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
718 MUT_ACCADD_INVALID, // return this flag to make the function always continue
719 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
722 /** Called when clearing the global parameters for a model */
723 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
725 /** Called when getting the global parameters for a model */
726 #define EV_GetModelParams(i, o) \
727 /** input */ i(string, MUTATOR_ARGV_0_string) \
728 /** command */ i(string, MUTATOR_ARGV_1_string) \
730 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
732 /** called when a bullet has hit a target */
733 #define EV_FireBullet_Hit(i, o) \
734 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
735 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
736 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
737 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
738 /** damage */ i(float, MUTATOR_ARGV_4_float) \
739 /**/ o(float, MUTATOR_ARGV_4_float) \
740 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
742 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
744 #define EV_FixPlayermodel(i, o) \
745 /** model */ i(string, MUTATOR_ARGV_0_string) \
746 /**/ o(string, MUTATOR_ARGV_0_string) \
747 /** skin */ i(int, MUTATOR_ARGV_1_int) \
748 /**/ o(int, MUTATOR_ARGV_1_int) \
749 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
751 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
753 /** Return error to play frag remaining announcements */
754 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
756 #define EV_GrappleHookThink(i, o) \
757 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
758 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
759 /**/ o(int, MUTATOR_ARGV_1_int) \
760 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
761 /**/ o(entity, MUTATOR_ARGV_2_entity) \
762 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
763 /**/ o(float, MUTATOR_ARGV_3_float) \
765 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
767 #define EV_BuffModel_Customize(i, o) \
768 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
769 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
771 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
773 /** called at when a buff is touched. Called early, can edit buff properties. */
774 #define EV_BuffTouch(i, o) \
775 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
776 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
777 /**/ o(entity, MUTATOR_ARGV_1_entity) \
779 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
781 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
783 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
785 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
787 #define EV_GetRecords(i, o) \
788 /** page */ i(int, MUTATOR_ARGV_0_int) \
789 /** record list */ i(string, MUTATOR_ARGV_1_string) \
790 /**/ o(string, MUTATOR_ARGV_1_string) \
792 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
794 #define EV_Race_FinalCheckpoint(i, o) \
795 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
797 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
799 /** called when player triggered kill (or is changing teams), return error to not do anything */
800 #define EV_ClientKill(i, o) \
801 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
802 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
803 /**/ o(float, MUTATOR_ARGV_1_float) \
805 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
807 /** called when player is about to be killed during kill command or changing teams */
808 #define EV_ClientKill_Now(i, o) \
809 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
811 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
813 #define EV_FixClientCvars(i, o) \
814 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
816 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
818 #define EV_SpectateSet(i, o) \
819 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
820 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
821 /**/ o(entity, MUTATOR_ARGV_1_entity) \
823 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
825 #define EV_SpectateNext(i, o) \
826 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
827 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
828 /**/ o(entity, MUTATOR_ARGV_1_entity) \
830 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
832 #define EV_SpectatePrev(i, o) \
833 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
834 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
835 /**/ o(entity, MUTATOR_ARGV_1_entity) \
836 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
838 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
841 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
842 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
843 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
846 /** called when player triggered kill (or is changing teams), return error to not do anything */
847 #define EV_Bot_FixCount(i, o) \
848 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
849 /**/ o(int, MUTATOR_ARGV_0_int) \
850 /** real players */ i(int, MUTATOR_ARGV_1_int) \
851 /**/ o(int, MUTATOR_ARGV_1_int) \
853 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
855 #define EV_ClientCommand_Spectate(i, o) \
856 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
858 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
861 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
862 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
863 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
866 #define EV_CheckRules_World(i, o) \
867 /** status */ i(float, MUTATOR_ARGV_0_float) \
868 /**/ o(float, MUTATOR_ARGV_0_float) \
869 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
870 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
872 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
874 #define EV_WantWeapon(i, o) \
875 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
876 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
877 /**/ o(float, MUTATOR_ARGV_1_float) \
878 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
879 /**/ o(bool, MUTATOR_ARGV_2_bool) \
880 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
881 /**/ o(bool, MUTATOR_ARGV_3_bool) \
883 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
885 #define EV_AddPlayerScore(i, o) \
886 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
887 /** score */ i(float, MUTATOR_ARGV_1_float) \
888 /**/ o(float, MUTATOR_ARGV_1_float) \
889 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
891 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
893 #define EV_AddedPlayerScore(i, o) \
894 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
895 /** score */ i(float, MUTATOR_ARGV_1_float) \
896 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
898 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
900 #define EV_GetPlayerStatus(i, o) \
901 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
903 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
905 #define EV_SetWeaponArena(i, o) \
906 /** arena */ i(string, MUTATOR_ARGV_0_string) \
907 /**/ o(string, MUTATOR_ARGV_0_string) \
909 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
911 #define EV_DropSpecialItems(i, o) \
912 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
914 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
917 * called when an admin tries to kill all monsters
918 * return 1 to prevent spawning
920 #define EV_AllowMobButcher(i, o) \
921 /** reason */ o(string, MUTATOR_ARGV_0_string) \
923 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
925 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
927 #define EV_SendWaypoint(i, o) \
928 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
929 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
930 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
931 /**/ o(int, MUTATOR_ARGV_2_int) \
932 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
933 /**/ o(int, MUTATOR_ARGV_3_int) \
935 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
937 #define EV_TurretValidateTarget(i, o) \
938 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
939 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
940 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
941 /** target score */ o(float, MUTATOR_ARGV_3_float) \
943 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
945 #define EV_TurretThink(i, o) \
946 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
948 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
950 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
953 #define EV_PrepareExplosionByDamage(i, o) \
954 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
955 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
957 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
959 /** called when a monster model is about to be set, allows custom paths etc. */
960 #define EV_MonsterModel(i, o) \
961 /** model */ i(string, MUTATOR_ARGV_0_string) \
962 /** output */ i(string, MUTATOR_ARGV_1_string) \
963 /**/ o(string, MUTATOR_ARGV_1_string) \
965 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
968 * Called before player changes their team. Return true to block team change.
970 #define EV_Player_ChangeTeam(i, o) \
971 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
972 /** current team index */ i(float, MUTATOR_ARGV_1_float) \
973 /** new team index */ i(float, MUTATOR_ARGV_2_float) \
975 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
978 * Called after player has changed their team.
980 #define EV_Player_ChangedTeam(i, o) \
981 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
982 /** old team index */ i(float, MUTATOR_ARGV_1_float) \
983 /** current team index */ i(float, MUTATOR_ARGV_2_float) \
985 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
988 * Called when player is about to be killed when changing teams. Return true to block killing.
990 #define EV_Player_ChangeTeamKill(i, o) \
991 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
993 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
996 #define EV_URI_GetCallback(i, o) \
997 /** id */ i(float, MUTATOR_ARGV_0_float) \
998 /** status */ i(float, MUTATOR_ARGV_1_float) \
999 /** data */ i(string, MUTATOR_ARGV_2_string) \
1001 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1004 * return true to prevent weapon use for a player
1006 #define EV_ForbidWeaponUse(i, o) \
1007 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1009 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1011 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1012 #define EV_CopyBody(i, o) \
1013 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1014 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1015 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1017 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1019 /** called when sending a chat message, ret argument can be changed to prevent the message */
1020 #define EV_ChatMessage(i, o) \
1021 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1022 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1023 /**/ o(int, MUTATOR_ARGV_1_int) \
1025 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1027 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1028 #define EV_ChatMessageTo(i, o) \
1029 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1030 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1032 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1034 /** return true to just restart the match, for modes that don't support readyrestart */
1035 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1037 /** called when a fusion reactor is validating its target */
1038 #define EV_FusionReactor_ValidTarget(i, o) \
1039 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1040 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1042 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1045 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1046 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1047 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1050 /** return true to hide the 'teamnumbers are imbalanced' message */
1051 #define EV_HideTeamNagger(i, o) \
1052 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1054 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1056 /** return true to show a waypoint while the item is spawning */
1057 #define EV_Item_ScheduleRespawn(i, o) \
1058 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1059 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1061 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1063 /** called before physics stats are set on a player, allows limited early customization */
1064 #define EV_PlayerPhysics_UpdateStats(i, o) \
1065 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1067 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1069 /** return true to use your own aim target (or none at all) */
1070 #define EV_HavocBot_Aim(i, o) \
1071 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1073 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1075 /** return true to skip respawn time calculations */
1076 #define EV_CalculateRespawnTime(i, o) \
1077 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1079 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);