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) \
10 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
13 #define EV_PutClientInServer(i, o) \
14 /** client wanting to spawn */ i(entity, __self) \
16 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
18 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
19 #define EV_PlayerSpawn(i, o) \
20 /** spot that was used, or world */ i(entity, spawn_spot) \
23 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
25 /** called in reset_map */
26 #define EV_reset_map_global(i, o) \
28 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
30 /** called in reset_map */
31 #define EV_reset_map_players(i, o) \
33 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
35 /** returns 1 if clearing player score shall not be allowed */
36 #define EV_ForbidPlayerScore_Clear(i, o) \
38 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
40 /** called when a player disconnects */
41 #define EV_ClientDisconnect(i, o) \
43 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
45 /** called when a player dies to e.g. remove stuff he was carrying. */
46 #define EV_PlayerDies(i, o) \
47 /**/ i(entity, frag_inflictor) \
48 /**/ i(entity, frag_attacker) \
49 /** same as self */ i(entity, frag_target) \
50 /**/ i(int, frag_deathtype) \
52 entity frag_inflictor;
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58 /** called when a player dies to e.g. remove stuff he was carrying */
59 #define EV_PlayHitsound(i, o) \
60 /**/ i(entity, frag_victim) \
63 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
65 /** called when a weapon sound is about to be played, allows custom paths etc. */
66 #define EV_WeaponSound(i, o) \
67 /**/ i(string, weapon_sound) \
68 /**/ i(string, weapon_sound_output) \
69 /**/ o(string, weapon_sound_output) \
72 string weapon_sound_output;
73 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
75 /** called when an item model is about to be set, allows custom paths etc. */
76 #define EV_ItemModel(i, o) \
77 /**/ i(string, item_model) \
78 /**/ i(string, item_model_output) \
79 /**/ o(string, item_model_output) \
82 string item_model_output;
83 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
85 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
86 #define EV_GiveFragsForKill(i, o) \
87 /**/ i(entity, __self) \
88 /** same as self */ i(entity, frag_attacker) \
89 /**/ i(entity, frag_target) \
90 /**/ i(float, frag_score) \
91 /**/ o(float, frag_score) \
94 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
96 /** called when the match ends */
97 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
99 /** should adjust ret_float to contain the team count */
100 #define EV_GetTeamCount(i, o) \
101 /**/ i(float, ret_float) \
102 /**/ o(float, ret_float) \
103 /**/ i(string, ret_string) \
104 /**/ o(string, ret_string) \
107 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
109 /** copies variables for spectating "other" to "self" */
110 #define EV_SpectateCopy(i, o) \
111 /**/ i(entity, other) \
112 /**/ i(entity, __self) \
114 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
116 /** called when formatting a chat message to replace fancy functions */
117 #define EV_FormatMessage(i, o) \
118 /**/ i(string, format_escape) \
119 /**/ i(string, format_replacement) \
120 /**/ o(string, format_replacement) \
121 /**/ i(string, format_message) \
123 string format_escape;
124 string format_replacement;
125 string format_message;
126 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
128 /** returns true if throwing the current weapon shall not be allowed */
129 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
131 /** returns true if dropping the current weapon shall not be allowed at any time including death */
132 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
135 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
137 /** allows changing attack rate */
138 #define EV_WeaponRateFactor(i, o) \
139 /**/ i(float, weapon_rate) \
140 /**/ o(float, weapon_rate) \
143 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
145 /** allows changing weapon speed (projectiles mostly) */
146 #define EV_WeaponSpeedFactor(i, o) \
147 /**/ i(float, ret_float) \
148 /**/ o(float, ret_float) \
150 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
152 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
153 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
155 /** called every frame. customizes the waypoint for spectators */
156 #define EV_CustomizeWaypoint(i, o) \
157 /** waypoint */ i(entity, __self) \
158 /** player; other.enemy = spectator */ i(entity, other) \
160 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
163 * checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
164 * return error to request removal
166 #define EV_FilterItem(i, o) \
167 /** the current item */ i(entity, __self) \
169 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
171 /** return error to request removal */
172 #define EV_TurretSpawn(i, o) \
173 /** turret */ i(entity, __self) \
175 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
177 /** return error to not attack */
178 #define EV_TurretFire(i, o) \
179 /** turret */ i(entity, __self) \
181 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
183 /** return error to not attack */
184 #define EV_Turret_CheckFire(i, o) \
185 /**/ i(bool, ret_bool) \
186 /**/ o(bool, ret_bool) \
189 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
191 /** return error to prevent entity spawn, or modify the entity */
192 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
194 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
195 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
197 /** TODO change this into a general PlayerPostThink hook? */
198 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
200 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
201 #define EV_GetCvars(i, o) \
202 /**/ i(float, get_cvars_f) \
203 /**/ i(string, get_cvars_s) \
207 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
209 /** can edit any "just fired" projectile */
210 #define EV_EditProjectile(i, o) \
211 /**/ i(entity, __self) \
212 /**/ i(entity, other) \
214 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
216 /** called when a monster spawns */
217 #define EV_MonsterSpawn(i, o) \
218 /**/ i(entity, __self) \
220 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
222 /** called when a monster dies */
223 #define EV_MonsterDies(i, o) \
224 /**/ i(entity, frag_target) \
225 /**/ i(entity, frag_attacker) \
227 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
229 /** called when a monster dies */
230 #define EV_MonsterRemove(i, o) \
231 /**/ i(entity, rem_mon) \
233 entity rem_mon; // avoiding ovewriting self & other
234 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
236 /** called when a monster wants to respawn */
237 #define EV_MonsterRespawn(i, o) \
238 /**/ i(entity, other) \
240 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
242 /** called when a monster is dropping loot */
243 #define EV_MonsterDropItem(i, o) \
244 /**/ i(entity, other) \
245 /**/ o(entity, other) \
247 .void(entity this) monster_loot;
248 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
251 * called when a monster moves
252 * returning true makes the monster stop
254 #define EV_MonsterMove(i, o) \
255 /**/ i(entity, __self) \
256 /**/ i(float, monster_speed_run) \
257 /**/ o(float, monster_speed_run) \
258 /**/ i(float, monster_speed_walk) \
259 /**/ o(float, monster_speed_walk) \
260 /**/ i(entity, monster_target) \
262 float monster_speed_run;
263 float monster_speed_walk;
264 entity monster_target;
265 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
267 /** called when a monster looks for another target */
268 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
270 /** called to change a random monster to a miniboss */
271 #define EV_MonsterCheckBossFlag(i, o) \
272 /**/ i(entity, __self) \
274 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
277 * called when a player tries to spawn a monster
278 * return 1 to prevent spawning
280 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
282 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
283 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
284 /**/ i(entity, frag_inflictor) \
285 /**/ i(entity, frag_attacker) \
286 /** same as self */ i(entity, frag_target) \
287 /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
288 /**/ i(float, damage_take) \
289 /**/ o(float, damage_take) \
290 /**/ i(float, damage_save) \
291 /**/ o(float, damage_save) \
296 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
299 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
300 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
302 #define EV_PlayerDamage_Calculate(i, o) \
303 /**/ i(entity, frag_inflictor) \
304 /**/ i(entity, frag_attacker) \
305 /**/ i(entity, frag_target) \
306 /**/ i(float, frag_deathtype) \
307 /**/ i(float, frag_damage) \
308 /**/ o(float, frag_damage) \
309 /**/ i(float, frag_mirrordamage) \
310 /**/ o(float, frag_mirrordamage) \
311 /**/ i(vector, frag_force) \
312 /**/ o(vector, frag_force) \
315 float frag_mirrordamage;
317 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
320 * Called when a player is damaged
322 #define EV_PlayerDamaged(i, o) \
323 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
324 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
325 /** health */ i(int, MUTATOR_ARGV_0_int) \
326 /** armor */ i(int, MUTATOR_ARGV_1_int) \
327 /** location */ i(vector, MUTATOR_ARGV_0_vector) \
328 /** deathtype */ i(int, MUTATOR_ARGV_2_int) \
330 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
333 * Called by W_DecreaseAmmo
335 #define EV_W_DecreaseAmmo(i, o) \
336 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
338 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
343 #define EV_W_Reload(i, o) \
344 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
346 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
348 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
349 #define EV_PlayerPowerups(i, o) \
350 /**/ i(entity, __self) \
351 /**/ i(int, olditems) \
354 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
357 * called every player think frame
358 * return 1 to disable regen
361 float regen_mod_regen;
363 float regen_mod_limit;
365 float regen_health_linear;
366 float regen_health_rot;
367 float regen_health_rotlinear;
368 float regen_health_stable;
369 float regen_health_rotstable;
370 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
373 * called when the use key is pressed
374 * if MUTATOR_RETURNVALUE is 1, don't do anything
375 * return 1 if the use key actually did something
377 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
380 * called when a client command is parsed
381 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
382 * NOTE: return true if you handled the command, return false to continue handling
383 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
385 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
387 * if (MUTATOR_RETURNVALUE) // command was already handled?
389 * if (cmd_name == "echocvar" && cmd_argc >= 2)
391 * print(cvar_string(argv(1)), "\n");
394 * if (cmd_name == "echostring" && cmd_argc >= 2)
396 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
402 #define EV_SV_ParseClientCommand(i, o) \
403 /** command name */ i(string, cmd_name) \
404 /** also, argv() can be used */ i(int, cmd_argc) \
405 /** whole command, use only if you really have to */ i(string, cmd_string) \
410 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
412 /** please read EV_SV_ParseClientCommand description before using */
413 #define EV_SV_ParseServerCommand(i, o) \
414 /** command name */ i(string, cmd_name) \
415 /** also, argv() can be used */ i(int, cmd_argc) \
416 /** whole command, use only if you really have to */ i(string, cmd_string) \
421 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
424 * called when a spawnpoint is being evaluated
425 * return 1 to make the spawnpoint unusable
427 #define EV_Spawn_Score(i, o) \
428 /** player wanting to spawn */ i(entity, __self) \
429 /** spot to be evaluated */ i(entity, spawn_spot) \
430 /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
431 /**/ o(vector, spawn_score) \
434 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
436 /** runs globally each server frame */
437 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
439 #define EV_SetModname(i, o) \
440 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
443 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
446 * called for each item being spawned on a map, including dropped weapons
447 * return 1 to remove an item
449 #define EV_Item_Spawn(i, o) \
450 /** the item */ i(entity, __self) \
452 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
454 #define EV_SetWeaponreplace(i, o) \
455 /** map entity */ i(entity, __self) \
456 /** weapon info */ i(entity, other) \
457 /**/ i(string, ret_string) \
458 /**/ o(string, ret_string) \
460 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
462 /** called when an item is about to respawn */
463 #define EV_Item_RespawnCountdown(i, o) \
464 /**/ i(string, item_name) \
465 /**/ o(string, item_name) \
466 /**/ i(vector, item_color) \
467 /**/ o(vector, item_color) \
471 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
473 /** called when a bot checks a target to attack */
474 #define EV_BotShouldAttack(i, o) \
475 /**/ i(entity, __self) \
476 /**/ i(entity, checkentity) \
479 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
482 * called whenever a player goes through a portal gun teleport
483 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
485 #define EV_PortalTeleport(i, o) \
486 /**/ i(entity, __self) \
488 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
491 * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
492 * normally help me ping uses self.waypointsprite_attachedforcarrier,
493 * but if your mutator uses something different then you can handle it
494 * in a special manner using this hook
496 #define EV_HelpMePing(i, o) \
497 /** the player who pressed impulse 33 */ i(entity, __self) \
499 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
502 * called when a vehicle initializes
503 * return true to remove the vehicle
505 #define EV_VehicleSpawn(i, o) \
506 /**/ i(entity, __self) \
508 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
511 * called when a player enters a vehicle
512 * allows mutators to set special settings in this event
514 #define EV_VehicleEnter(i, o) \
515 /** player */ i(entity, vh_player) \
516 /** vehicle */ i(entity, vh_vehicle) \
520 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
523 * called when a player touches a vehicle
524 * return true to stop player from entering the vehicle
526 #define EV_VehicleTouch(i, o) \
527 /** vehicle */ i(entity, __self) \
528 /** player */ i(entity, other) \
530 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
533 * called when a player exits a vehicle
534 * allows mutators to set special settings in this event
536 #define EV_VehicleExit(i, o) \
537 /** player */ i(entity, vh_player) \
538 /** vehicle */ i(entity, vh_vehicle) \
540 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
542 /** called when a speedrun is aborted and the player is teleported back to start position */
543 #define EV_AbortSpeedrun(i, o) \
544 /** player */ i(entity, __self) \
546 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
548 /** called at when a item is touched. Called early, can edit item properties. */
549 #define EV_ItemTouch(i, o) \
550 /** item */ i(entity, __self) \
551 /** player */ i(entity, other) \
553 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
556 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
557 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
558 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
561 /** called at when a player connect */
562 #define EV_ClientConnect(i, o) \
563 /** player */ i(entity, __self) \
565 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
567 #define EV_HavocBot_ChooseRole(i, o) \
568 /**/ i(entity, __self) \
570 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
572 /** called when a target is checked for accuracy */
573 #define EV_AccuracyTargetValid(i, o) \
574 /** attacker */ i(entity, frag_attacker) \
575 /** target */ i(entity, frag_target) \
577 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
579 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
580 MUT_ACCADD_INVALID, // return this flag to make the function always continue
581 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
584 /** Called when clearing the global parameters for a model */
585 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
587 /** Called when getting the global parameters for a model */
588 #define EV_GetModelParams(i, o) \
589 /** entity id */ i(string, checkmodel_input) \
590 /** entity id */ i(string, checkmodel_command) \
592 string checkmodel_input, checkmodel_command;
593 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
595 /** called when a bullet has hit a target */
596 #define EV_FireBullet_Hit(i, o) \
597 /**/ i(entity, __self) \
598 /**/ i(entity, bullet_hit) \
599 /**/ i(vector, bullet_startpos) \
600 /**/ i(vector, bullet_endpos) \
601 /**/ i(float, frag_damage) \
602 /**/ o(float, frag_damage) \
605 //vector bullet_hitloc; // the end pos matches the hit location, apparently
606 vector bullet_startpos;
607 vector bullet_endpos;
609 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
611 #define EV_FixPlayermodel(i, o) \
612 /**/ i(string, ret_string) \
613 /**/ o(string, ret_string) \
614 /**/ i(int, ret_int) \
615 /**/ o(int, ret_int) \
618 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
620 /** Return error to play frag remaining announcements */
621 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
623 #define EV_GrappleHookThink(i, o) \
624 /**/ i(entity, __self) \
625 /**/ i(int, hook_tarzan) \
626 /**/ o(int, hook_tarzan) \
627 /**/ i(entity, hook_pullentity) \
628 /**/ o(entity, hook_pullentity) \
629 /**/ i(float, hook_velmultiplier) \
630 /**/ o(float, hook_velmultiplier) \
633 entity hook_pullentity;
634 float hook_velmultiplier;
635 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
637 #define EV_BuffModel_Customize(i, o) \
638 /**/ i(entity, __self) \
639 /**/ i(entity, buff_player) \
642 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
644 /** called at when a buff is touched. Called early, can edit buff properties. */
645 #define EV_BuffTouch(i, o) \
646 /** item */ i(entity, __self) \
647 /** player */ i(entity, other) \
649 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
651 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
653 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
655 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
657 #define EV_GetRecords(i, o) \
658 /**/ i(int, record_page) \
659 /**/ i(string, ret_string) \
660 /**/ o(string, ret_string) \
663 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
665 #define EV_Race_FinalCheckpoint(i, o) \
666 /**/ i(entity, race_player) \
669 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
671 /** called when player triggered kill (or is changing teams), return error to not do anything */
672 #define EV_ClientKill(i, o) \
673 /** player */ i(entity, __self) \
674 /* kill delay */ i(float, ret_float) \
675 /* kill delay */ o(float, ret_float) \
677 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
679 #define EV_FixClientCvars(i, o) \
680 /**/ i(entity, fix_client) \
683 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
685 #define EV_SpectateSet(i, o) \
686 /**/ i(entity, __self) \
687 /**/ i(entity, spec_player) \
688 /**/ o(entity, spec_player) \
691 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
693 #define EV_SpectateNext(i, o) \
694 /**/ i(entity, __self) \
695 /**/ i(entity, spec_player) \
696 /**/ o(entity, spec_player) \
698 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
700 #define EV_SpectatePrev(i, o) \
701 /**/ i(entity, __self) \
702 /**/ i(entity, spec_player) \
703 /**/ o(entity, spec_player) \
704 /**/ i(entity, spec_first) \
707 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
710 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
711 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
712 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
715 /** called when player triggered kill (or is changing teams), return error to not do anything */
716 #define EV_Bot_FixCount(i, o) \
717 /**/ i(int, bot_activerealplayers) \
718 /**/ o(int, bot_activerealplayers) \
719 /**/ i(int, bot_realplayers) \
720 /**/ o(int, bot_realplayers) \
722 int bot_activerealplayers;
724 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
726 #define EV_ClientCommand_Spectate(i, o) \
727 /**/ i(entity, __self) \
729 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
732 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
733 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
734 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
737 #define EV_CheckRules_World(i, o) \
738 /* status */ i(float, ret_float) \
739 /* status */ o(float, ret_float) \
740 /* time limit */ i(float, checkrules_timelimit) \
741 /* frag limit */ i(int, checkrules_fraglimit) \
743 float checkrules_timelimit;
744 int checkrules_fraglimit;
745 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
747 #define EV_WantWeapon(i, o) \
748 /**/ i(entity, want_weaponinfo) \
749 /**/ i(float, ret_float) \
750 /**/ o(float, ret_float) \
751 /**/ i(bool, want_allguns) \
752 /**/ o(bool, want_allguns) \
753 /**/ i(bool, want_mutatorblocked) \
754 /**/ o(bool, want_mutatorblocked) \
756 entity want_weaponinfo;
758 bool want_mutatorblocked;
759 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
761 #define EV_AddPlayerScore(i, o) \
762 /**/ i(entity, score_field) \
763 /**/ i(float, ret_float) \
764 /**/ o(float, ret_float) \
766 PlayerScoreField score_field;
767 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
769 #define EV_GetPlayerStatus(i, o) \
770 /**/ i(entity, set_player) \
771 /**/ i(string, ret_string) \
772 /**/ o(string, ret_string) \
775 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
777 #define EV_SetWeaponArena(i, o) \
778 /**/ i(string, ret_string) \
779 /**/ o(string, ret_string) \
781 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
783 #define EV_DropSpecialItems(i, o) \
784 /**/ i(entity, frag_target) \
786 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
789 * called when an admin tries to kill all monsters
790 * return 1 to prevent spawning
792 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
794 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
796 #define EV_SendWaypoint(i, o) \
797 /**/ i(entity, __self) \
798 /**/ i(entity, wp_sendto) \
799 /**/ i(int, wp_sendflags) \
800 /**/ o(int, wp_sendflags) \
801 /**/ i(int, wp_flag) \
802 /**/ o(int, wp_flag) \
807 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
809 #define EV_TurretValidateTarget(i, o) \
810 /**/ i(entity, turret_this) \
811 /**/ i(entity, turret_target) \
812 /**/ i(int, turret_vflags) \
815 entity turret_target;
817 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
819 #define EV_TurretThink(i, o) \
820 /**/ i(entity, __self) \
822 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
824 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
827 #define EV_PrepareExplosionByDamage(i, o) \
828 /**/ i(entity, __self) \
829 /**/ i(entity, frag_attacker) \
831 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
833 /** called when a monster model is about to be set, allows custom paths etc. */
834 #define EV_MonsterModel(i, o) \
835 /**/ i(string, monster_model) \
836 /**/ i(string, monster_model_output) \
837 /**/ o(string, monster_model_output) \
839 string monster_model;
840 string monster_model_output;
841 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
844 #define EV_Player_ChangeTeam(i, o) \
845 /**/ i(entity, __self) \
846 /**/ i(float, pct_curteam) \
847 /**/ i(float, pct_newteam) \
851 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
854 #define EV_URI_GetCallback(i, o) \
855 /**/ i(float, uricb_id) \
856 /**/ i(float, uricb_status) \
857 /**/ i(string, uricb_data) \
862 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);