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. Return true to use the bitmask value and set
133 * non-empty string to use team entity name. Both behaviors can be active at the
134 * same time and will stack allowed teams.
136 #define EV_TeamBalance_CheckAllowedTeams(i, o) \
137 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
138 /**/ o(float, MUTATOR_ARGV_0_float) \
139 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
140 /**/ o(string, MUTATOR_ARGV_1_string) \
141 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
143 MUTATOR_HOOKABLE(TeamBalance_CheckAllowedTeams,
144 EV_TeamBalance_CheckAllowedTeams);
146 /** return true to manually override team counts */
147 MUTATOR_HOOKABLE(TeamBalance_GetTeamCounts, EV_NO_ARGS);
149 /** allow overriding of team counts */
150 #define EV_TeamBalance_GetTeamCount(i, o) \
151 /** team index to count */ i(float, MUTATOR_ARGV_0_float) \
152 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
153 /** number of players in a team */ i(float, MUTATOR_ARGV_2_float) \
154 /**/ o(float, MUTATOR_ARGV_2_float) \
155 /** number of bots in a team */ i(float, MUTATOR_ARGV_3_float) \
156 /**/ o(float, MUTATOR_ARGV_3_float) \
157 /** lowest scoring human in a team */ i(entity, MUTATOR_ARGV_4_entity) \
158 /**/ o(entity, MUTATOR_ARGV_4_entity) \
159 /** lowest scoring bot in a team */ i(entity, MUTATOR_ARGV_5_entity) \
160 /**/ o(entity, MUTATOR_ARGV_5_entity) \
162 MUTATOR_HOOKABLE(TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount);
164 /** allows overriding the teams that will make the game most balanced if the
165 * player joins any of them.
167 #define EV_TeamBalance_FindBestTeams(i, o) \
168 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
169 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
171 MUTATOR_HOOKABLE(TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams);
173 /** copies variables for spectating "spectatee" to "this" */
174 #define EV_SpectateCopy(i, o) \
175 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
176 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
178 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
180 /** called when formatting a chat message to replace fancy functions */
181 #define EV_FormatMessage(i, o) \
182 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
183 /** escape */ i(string, MUTATOR_ARGV_1_string) \
184 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
185 /**/ o(string, MUTATOR_ARGV_2_string) \
186 /** message */ i(string, MUTATOR_ARGV_3_string) \
188 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
190 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
191 #define EV_PreFormatMessage(i, o) \
192 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
193 /** message */ i(string, MUTATOR_ARGV_1_string) \
194 /**/ o(string, MUTATOR_ARGV_1_string) \
196 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
198 /** returns true if throwing the current weapon shall not be allowed */
199 #define EV_ForbidThrowCurrentWeapon(i, o) \
200 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
201 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
203 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
205 /** returns true if dropping the current weapon shall not be allowed at any time including death */
206 #define EV_ForbidDropCurrentWeapon(i, o) \
207 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
208 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
210 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
213 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
215 /** allows changing attack rate */
216 #define EV_WeaponRateFactor(i, o) \
217 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
218 /**/ o(float, MUTATOR_ARGV_0_float) \
219 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
221 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
223 /** allows changing weapon speed (projectiles mostly) */
224 #define EV_WeaponSpeedFactor(i, o) \
225 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
226 /**/ o(float, MUTATOR_ARGV_0_float) \
227 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
229 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
231 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
232 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
234 /** called every frame. customizes the waypoint for spectators */
235 #define EV_CustomizeWaypoint(i, o) \
236 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
237 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
239 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
241 /** Check if items having the given definition are allowed to spawn.
242 * Return true to disallow spawning.
244 #define EV_FilterItemDefinition(i, o) \
245 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
247 MUTATOR_HOOKABLE(FilterItemDefinition, EV_FilterItemDefinition);
250 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
251 * return error to request removal
253 #define EV_FilterItem(i, o) \
254 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
256 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
258 /** return error to request removal */
259 #define EV_TurretSpawn(i, o) \
260 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
262 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
264 /** return error to not attack */
265 #define EV_TurretFire(i, o) \
266 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
268 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
270 /** return error to not attack */
271 #define EV_Turret_CheckFire(i, o) \
272 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
273 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
275 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
277 /** return error to prevent entity spawn, or modify the entity */
278 #define EV_OnEntityPreSpawn(i, o) \
279 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
281 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
283 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
284 #define EV_PlayerPreThink(i, o) \
285 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
287 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
289 /** TODO change this into a general PlayerPostThink hook? */
290 #define EV_GetPressedKeys(i, o) \
291 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
293 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
295 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
296 #define EV_GetCvars(i, o) \
297 /**/ i(float, get_cvars_f) \
298 /**/ i(string, get_cvars_s) \
302 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
304 /** can edit any "just fired" projectile */
305 #define EV_EditProjectile(i, o) \
306 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
307 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
309 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
311 /** called when a monster spawns */
312 #define EV_MonsterSpawn(i, o) \
313 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
315 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
317 /** called when a monster dies */
318 #define EV_MonsterDies(i, o) \
319 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
320 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
321 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
323 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
325 /** called when a monster dies */
326 #define EV_MonsterRemove(i, o) \
327 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
329 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
331 /** called when a monster wants to respawn */
332 #define EV_MonsterRespawn(i, o) \
333 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
335 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
337 /** called when a monster is dropping loot */
338 #define EV_MonsterDropItem(i, o) \
339 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
340 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
341 /**/ o(entity, MUTATOR_ARGV_1_entity) \
342 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
344 .entity monster_loot;
345 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
348 * called when a monster moves
349 * returning true makes the monster stop
351 #define EV_MonsterMove(i, o) \
352 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
353 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
354 /**/ o(float, MUTATOR_ARGV_1_float) \
355 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
356 /**/ o(float, MUTATOR_ARGV_2_float) \
357 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
358 /**/ o(entity, MUTATOR_ARGV_3_entity) \
360 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
362 /** called when a monster looks for another target */
363 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
366 * called when validating a monster's target
368 #define EV_MonsterValidTarget(i, o) \
369 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
370 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
372 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
374 /** called to change a random monster to a miniboss */
375 #define EV_MonsterCheckBossFlag(i, o) \
376 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
378 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
381 * called when a player tries to spawn a monster
382 * return 1 to prevent spawning
383 * NOTE: requires reason if disallowed
385 #define EV_AllowMobSpawning(i, o) \
386 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
387 /** reason */ o(string, MUTATOR_ARGV_1_string) \
389 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
391 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
392 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
393 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
394 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
395 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
396 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
397 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
398 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
399 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
400 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
401 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
402 /** damage */ i(float, MUTATOR_ARGV_7_float) \
404 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
407 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
408 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
410 #define EV_Damage_Calculate(i, o) \
411 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
412 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
413 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
414 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
415 /** damage */ i(float, MUTATOR_ARGV_4_float) \
416 /** damage */ o(float, MUTATOR_ARGV_4_float) \
417 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
418 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
419 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
420 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
422 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
425 * Called when a player is damaged
427 #define EV_PlayerDamaged(i, o) \
428 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
429 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
430 /** health */ i(float, MUTATOR_ARGV_2_float) \
431 /** armor */ i(float, MUTATOR_ARGV_3_float) \
432 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
433 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
434 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
436 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
439 * Called by W_DecreaseAmmo
441 #define EV_W_DecreaseAmmo(i, o) \
442 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
443 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
445 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
450 #define EV_W_Reload(i, o) \
451 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
453 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
455 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
456 #define EV_PlayerPowerups(i, o) \
457 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
458 /** old items */ i(int, MUTATOR_ARGV_1_int) \
460 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
463 * called every player think frame
464 * return 1 to disable regen
466 #define EV_PlayerRegen(i, o) \
467 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
468 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
469 /**/ o(float, MUTATOR_ARGV_1_float) \
470 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
471 /**/ o(float, MUTATOR_ARGV_2_float) \
472 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
473 /**/ o(float, MUTATOR_ARGV_3_float) \
474 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
475 /**/ o(float, MUTATOR_ARGV_4_float) \
476 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
477 /**/ o(float, MUTATOR_ARGV_5_float) \
478 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
479 /**/ o(float, MUTATOR_ARGV_6_float) \
480 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
481 /**/ o(float, MUTATOR_ARGV_7_float) \
482 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
483 /**/ o(float, MUTATOR_ARGV_8_float) \
484 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
485 /**/ o(float, MUTATOR_ARGV_9_float) \
486 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
487 /**/ o(float, MUTATOR_ARGV_10_float) \
489 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
492 * called when the use key is pressed
493 * if MUTATOR_RETURNVALUE is 1, don't do anything
494 * return 1 if the use key actually did something
496 #define EV_PlayerUseKey(i, o) \
497 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
499 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
502 * called when a client command is parsed
503 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
504 * NOTE: return true if you handled the command, return false to continue handling
505 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
507 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
509 * if (MUTATOR_RETURNVALUE) // command was already handled?
511 * if (cmd_name == "echocvar" && cmd_argc >= 2)
513 * print(cvar_string(argv(1)), "\n");
516 * if (cmd_name == "echostring" && cmd_argc >= 2)
518 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
524 #define EV_SV_ParseClientCommand(i, o) \
525 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
526 /** command name */ i(string, MUTATOR_ARGV_1_string) \
527 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
528 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
530 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
532 /** please read EV_SV_ParseClientCommand description before using */
533 #define EV_SV_ParseServerCommand(i, o) \
534 /** command name */ i(string, MUTATOR_ARGV_0_string) \
535 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
536 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
538 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
541 * called when a spawnpoint is being evaluated
542 * return 1 to make the spawnpoint unusable
544 #define EV_Spawn_Score(i, o) \
545 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
546 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
547 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
548 /**/ o(vector, MUTATOR_ARGV_2_vector) \
550 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
552 /** runs globally each server frame */
553 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
555 #define EV_SetModname(i, o) \
556 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
557 /**/ i(string, MUTATOR_ARGV_0_string) \
558 /**/ o(string, MUTATOR_ARGV_0_string) \
560 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
563 * called for each item being spawned on a map, including dropped weapons
564 * return 1 to remove an item
566 #define EV_Item_Spawn(i, o) \
567 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
569 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
571 #define EV_SetWeaponreplace(i, o) \
572 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
573 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
574 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
575 /**/ o(string, MUTATOR_ARGV_2_string) \
577 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
579 /** called when an item is about to respawn */
580 #define EV_Item_RespawnCountdown(i, o) \
581 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
583 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
585 /** called when a bot checks a target to attack */
586 #define EV_BotShouldAttack(i, o) \
587 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
588 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
590 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
593 * called whenever a player goes through a portal gun teleport
594 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
596 #define EV_PortalTeleport(i, o) \
597 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
599 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
602 * called whenever a player uses impulse 33 (help me) in impulse.qc
603 * normally help me ping uses .waypointsprite_attachedforcarrier,
604 * but if your mutator uses something different then you can handle it
605 * in a special manner using this hook
607 #define EV_HelpMePing(i, o) \
608 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
610 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
613 * called when a vehicle initializes
614 * return true to remove the vehicle
616 #define EV_VehicleInit(i, o) \
617 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
619 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
622 * called when a player enters a vehicle
623 * allows mutators to set special settings in this event
625 #define EV_VehicleEnter(i, o) \
626 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
627 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
629 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
632 * called when a player touches a vehicle
633 * return true to stop player from entering the vehicle
635 #define EV_VehicleTouch(i, o) \
636 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
637 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
639 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
642 * called when a player exits a vehicle
643 * allows mutators to set special settings in this event
645 #define EV_VehicleExit(i, o) \
646 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
647 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
649 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
651 /** called when a speedrun is aborted and the player is teleported back to start position */
652 #define EV_AbortSpeedrun(i, o) \
653 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
655 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
657 /** called at when a item is touched. Called early, can edit item properties. */
658 #define EV_ItemTouch(i, o) \
659 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
660 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
661 /**/ o(entity, MUTATOR_ARGV_1_entity) \
663 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
666 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
667 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
668 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
671 /** called after the item has been touched. */
672 #define EV_ItemTouched(i, o) \
673 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
674 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
676 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
678 /** Called when the amount of entity resources changes. Can be used to override
680 #define EV_GetResourceLimit(i, o) \
681 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
682 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
683 /** limit */ i(float, MUTATOR_ARGV_2_float) \
684 /**/ o(float, MUTATOR_ARGV_2_float) \
686 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
688 /** Called when the amount of resource of an entity changes. See RESOURCE_*
689 constants for resource types. Return true to forbid the change. */
690 #define EV_SetResourceAmount(i, o) \
691 /** checked entity */ 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(SetResourceAmount, EV_SetResourceAmount);
699 /** Called after the amount of resource of an entity has changed. See RESOURCE_*
700 constants for resource types. Amount wasted is the amount of resource that is
701 above resource limit so it was not given. */
702 #define EV_ResourceAmountChanged(i, o) \
703 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
704 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
705 /** amount */ i(float, MUTATOR_ARGV_2_float) \
707 MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
709 /** Called when there was an attempt to set entity resources higher than their
710 limit. See RESOURCE_* constants for resource types. Amount wasted is the amount
711 of resource that is above resource limit so it was not given. */
712 #define EV_ResourceWasted(i, o) \
713 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
714 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
715 /** amount wasted */ i(float, MUTATOR_ARGV_2_float) \
717 MUTATOR_HOOKABLE(ResourceWasted, EV_ResourceWasted);
719 /** Called when entity is being given some resource. See RESOURCE_* constants
720 for resource types. Return true to forbid giving. */
721 #define EV_GiveResource(i, o) \
722 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
723 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
724 /**/ o(int, MUTATOR_ARGV_1_int) \
725 /** amount */ i(float, MUTATOR_ARGV_2_float) \
726 /**/ o(float, MUTATOR_ARGV_2_float) \
728 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
730 /** Called when entity is being given some resource with specified limit. See
731 RESOURCE_* constants for resource types. Return true to forbid giving. */
732 #define EV_GiveResourceWithLimit(i, o) \
733 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
734 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
735 /**/ o(int, MUTATOR_ARGV_1_int) \
736 /** amount */ i(float, MUTATOR_ARGV_2_float) \
737 /**/ o(float, MUTATOR_ARGV_2_float) \
738 /** limit */ i(float, MUTATOR_ARGV_3_float) \
739 /**/ o(float, MUTATOR_ARGV_3_float) \
741 MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
743 /** called at when a player connect */
744 #define EV_ClientConnect(i, o) \
745 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
747 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
749 #define EV_HavocBot_ChooseRole(i, o) \
750 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
752 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
754 /** called when a target is checked for accuracy */
755 #define EV_AccuracyTargetValid(i, o) \
756 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
757 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
759 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
761 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
762 MUT_ACCADD_INVALID, // return this flag to make the function always continue
763 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
766 /** Called when clearing the global parameters for a model */
767 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
769 /** Called when getting the global parameters for a model */
770 #define EV_GetModelParams(i, o) \
771 /** input */ i(string, MUTATOR_ARGV_0_string) \
772 /** command */ i(string, MUTATOR_ARGV_1_string) \
774 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
776 /** called when a bullet has hit a target */
777 #define EV_FireBullet_Hit(i, o) \
778 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
779 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
780 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
781 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
782 /** damage */ i(float, MUTATOR_ARGV_4_float) \
783 /**/ o(float, MUTATOR_ARGV_4_float) \
784 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
786 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
788 #define EV_FixPlayermodel(i, o) \
789 /** model */ i(string, MUTATOR_ARGV_0_string) \
790 /**/ o(string, MUTATOR_ARGV_0_string) \
791 /** skin */ i(int, MUTATOR_ARGV_1_int) \
792 /**/ o(int, MUTATOR_ARGV_1_int) \
793 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
795 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
797 /** Return error to play frag remaining announcements */
798 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
800 #define EV_GrappleHookThink(i, o) \
801 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
802 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
803 /**/ o(int, MUTATOR_ARGV_1_int) \
804 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
805 /**/ o(entity, MUTATOR_ARGV_2_entity) \
806 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
807 /**/ o(float, MUTATOR_ARGV_3_float) \
809 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
811 #define EV_BuffModel_Customize(i, o) \
812 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
813 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
815 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
817 /** called at when a buff is touched. Called early, can edit buff properties. */
818 #define EV_BuffTouch(i, o) \
819 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
820 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
821 /**/ o(entity, MUTATOR_ARGV_1_entity) \
823 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
825 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
827 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
829 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
831 #define EV_GetRecords(i, o) \
832 /** page */ i(int, MUTATOR_ARGV_0_int) \
833 /** record list */ i(string, MUTATOR_ARGV_1_string) \
834 /**/ o(string, MUTATOR_ARGV_1_string) \
836 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
838 #define EV_Race_FinalCheckpoint(i, o) \
839 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
841 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
843 /** called when player triggered kill (or is changing teams), return error to not do anything */
844 #define EV_ClientKill(i, o) \
845 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
846 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
847 /**/ o(float, MUTATOR_ARGV_1_float) \
849 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
851 /** called when player is about to be killed during kill command or changing teams */
852 #define EV_ClientKill_Now(i, o) \
853 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
855 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
857 #define EV_FixClientCvars(i, o) \
858 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
860 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
862 #define EV_SpectateSet(i, o) \
863 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
864 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
865 /**/ o(entity, MUTATOR_ARGV_1_entity) \
867 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
869 #define EV_SpectateNext(i, o) \
870 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
871 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
872 /**/ o(entity, MUTATOR_ARGV_1_entity) \
874 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
876 #define EV_SpectatePrev(i, o) \
877 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
878 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
879 /**/ o(entity, MUTATOR_ARGV_1_entity) \
880 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
882 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
885 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
886 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
887 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
890 /** called when player triggered kill (or is changing teams), return error to not do anything */
891 #define EV_Bot_FixCount(i, o) \
892 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
893 /**/ o(int, MUTATOR_ARGV_0_int) \
894 /** real players */ i(int, MUTATOR_ARGV_1_int) \
895 /**/ o(int, MUTATOR_ARGV_1_int) \
897 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
899 #define EV_ClientCommand_Spectate(i, o) \
900 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
902 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
905 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
906 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
907 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
910 #define EV_CheckRules_World(i, o) \
911 /** status */ i(float, MUTATOR_ARGV_0_float) \
912 /**/ o(float, MUTATOR_ARGV_0_float) \
913 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
914 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
916 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
918 #define EV_WantWeapon(i, o) \
919 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
920 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
921 /**/ o(float, MUTATOR_ARGV_1_float) \
922 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
923 /**/ o(bool, MUTATOR_ARGV_2_bool) \
924 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
925 /**/ o(bool, MUTATOR_ARGV_3_bool) \
927 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
929 #define EV_AddPlayerScore(i, o) \
930 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
931 /** score */ i(float, MUTATOR_ARGV_1_float) \
932 /**/ o(float, MUTATOR_ARGV_1_float) \
933 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
935 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
937 #define EV_AddedPlayerScore(i, o) \
938 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
939 /** score */ i(float, MUTATOR_ARGV_1_float) \
940 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
942 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
944 #define EV_GetPlayerStatus(i, o) \
945 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
947 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
949 #define EV_SetWeaponArena(i, o) \
950 /** arena */ i(string, MUTATOR_ARGV_0_string) \
951 /**/ o(string, MUTATOR_ARGV_0_string) \
953 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
955 #define EV_DropSpecialItems(i, o) \
956 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
958 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
961 * called when an admin tries to kill all monsters
962 * return 1 to prevent spawning
964 #define EV_AllowMobButcher(i, o) \
965 /** reason */ o(string, MUTATOR_ARGV_0_string) \
967 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
969 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
971 #define EV_SendWaypoint(i, o) \
972 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
973 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
974 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
975 /**/ o(int, MUTATOR_ARGV_2_int) \
976 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
977 /**/ o(int, MUTATOR_ARGV_3_int) \
979 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
981 #define EV_TurretValidateTarget(i, o) \
982 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
983 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
984 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
985 /** target score */ o(float, MUTATOR_ARGV_3_float) \
987 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
989 #define EV_TurretThink(i, o) \
990 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
992 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
994 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
997 #define EV_PrepareExplosionByDamage(i, o) \
998 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
999 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
1001 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
1003 /** called when a monster model is about to be set, allows custom paths etc. */
1004 #define EV_MonsterModel(i, o) \
1005 /** model */ i(string, MUTATOR_ARGV_0_string) \
1006 /** output */ i(string, MUTATOR_ARGV_1_string) \
1007 /**/ o(string, MUTATOR_ARGV_1_string) \
1009 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
1012 * Called before player changes their team. Return true to block team change.
1014 #define EV_Player_ChangeTeam(i, o) \
1015 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1016 /** current team index */ i(float, MUTATOR_ARGV_1_float) \
1017 /** new team index */ i(float, MUTATOR_ARGV_2_float) \
1019 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
1022 * Called after player has changed their team.
1024 #define EV_Player_ChangedTeam(i, o) \
1025 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1026 /** old team index */ i(float, MUTATOR_ARGV_1_float) \
1027 /** current team index */ i(float, MUTATOR_ARGV_2_float) \
1029 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
1032 * Called when player is about to be killed when changing teams. Return true to block killing.
1034 #define EV_Player_ChangeTeamKill(i, o) \
1035 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1037 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
1040 #define EV_URI_GetCallback(i, o) \
1041 /** id */ i(float, MUTATOR_ARGV_0_float) \
1042 /** status */ i(float, MUTATOR_ARGV_1_float) \
1043 /** data */ i(string, MUTATOR_ARGV_2_string) \
1045 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1048 * return true to prevent weapon use for a player
1050 #define EV_ForbidWeaponUse(i, o) \
1051 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1053 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1055 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1056 #define EV_CopyBody(i, o) \
1057 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1058 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1059 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1061 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1063 /** called when sending a chat message, ret argument can be changed to prevent the message */
1064 #define EV_ChatMessage(i, o) \
1065 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1066 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1067 /**/ o(int, MUTATOR_ARGV_1_int) \
1069 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1071 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1072 #define EV_ChatMessageTo(i, o) \
1073 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1074 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1076 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1078 /** return true to just restart the match, for modes that don't support readyrestart */
1079 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1081 /** called when a fusion reactor is validating its target */
1082 #define EV_FusionReactor_ValidTarget(i, o) \
1083 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1084 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1086 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1089 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1090 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1091 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1094 /** return true to hide the 'teamnumbers are imbalanced' message */
1095 #define EV_HideTeamNagger(i, o) \
1096 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1098 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1100 /** return true to show a waypoint while the item is spawning */
1101 #define EV_Item_ScheduleRespawn(i, o) \
1102 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1103 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1105 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1107 /** called before physics stats are set on a player, allows limited early customization */
1108 #define EV_PlayerPhysics_UpdateStats(i, o) \
1109 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1111 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1113 /** return true to use your own aim target (or none at all) */
1114 #define EV_HavocBot_Aim(i, o) \
1115 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1117 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1119 /** return true to skip respawn time calculations */
1120 #define EV_CalculateRespawnTime(i, o) \
1121 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1123 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);