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1 #pragma once
2
3 #include <common/mutators/base.qh>
4
5 // register all possible hooks here
6
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9     /**/
10 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
11
12 /** */
13 #define EV_PutClientInServer(i, o) \
14     /** client wanting to spawn */ i(entity, __self) \
15     /**/
16 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
17
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) \
21     /**/
22 entity spawn_spot;
23 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
24
25 /** called in reset_map */
26 #define EV_reset_map_global(i, o) \
27     /**/
28 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
29
30 /** called in reset_map */
31 #define EV_reset_map_players(i, o) \
32     /**/
33 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
34
35 /** returns 1 if clearing player score shall not be allowed */
36 #define EV_ForbidPlayerScore_Clear(i, o) \
37     /**/
38 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
39
40 /** called when a player disconnects */
41 #define EV_ClientDisconnect(i, o) \
42     /**/
43 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
44
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) \
51     /**/
52 entity frag_inflictor;
53 entity frag_attacker;
54 entity frag_target;
55 int frag_deathtype;
56 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
57
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) \
61     /**/
62 entity frag_victim;
63 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
64
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) \
70     /**/
71 string weapon_sound;
72 string weapon_sound_output;
73 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
74
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) \
80     /**/
81 string item_model;
82 string item_model_output;
83 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
84
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) \
92     /**/
93 float frag_score;
94 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
95
96 /** called when the match ends */
97 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
98
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) \
105     /**/
106 float ret_float;
107 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
108
109 /** copies variables for spectating "other" to "self" */
110 #define EV_SpectateCopy(i, o) \
111     /**/ i(entity, other) \
112     /**/ i(entity, __self) \
113     /**/
114 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
115
116 /** called when formatting a chat message to replace fancy functions */
117 #define EV_FormatMessage(i, o) \
118     /**/ i(entity, __self) \
119     /**/ i(string, format_escape) \
120     /**/ i(string, format_replacement) \
121     /**/ o(string, format_replacement) \
122     /**/ i(string, format_message) \
123     /**/
124 string format_escape;
125 string format_replacement;
126 string format_message;
127 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
128
129 /** returns true if throwing the current weapon shall not be allowed */
130 #define EV_ForbidThrowCurrentWeapon(i, o) \
131     /**/ i(entity, __self) \
132     /**/
133 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
134
135 /** returns true if dropping the current weapon shall not be allowed at any time including death */
136 #define EV_ForbidDropCurrentWeapon(i, o) \
137     /**/ i(entity, __self) \
138     /**/
139 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
140
141 /**  */
142 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
143
144 /** allows changing attack rate */
145 #define EV_WeaponRateFactor(i, o) \
146     /**/ i(float, weapon_rate) \
147     /**/ o(float, weapon_rate) \
148     /**/
149 float weapon_rate;
150 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
151
152 /** allows changing weapon speed (projectiles mostly) */
153 #define EV_WeaponSpeedFactor(i, o) \
154     /**/ i(float, ret_float) \
155     /**/ o(float, ret_float) \
156     /**/
157 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
158
159 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
160 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
161
162 /** called every frame. customizes the waypoint for spectators */
163 #define EV_CustomizeWaypoint(i, o) \
164     /** waypoint */ i(entity, __self) \
165     /** player; other.enemy = spectator */ i(entity, other) \
166     /**/
167 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
168
169 /**
170  * 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)
171  * return error to request removal
172  */
173 #define EV_FilterItem(i, o) \
174     /** the current item */ i(entity, __self) \
175     /**/
176 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
177
178 /** return error to request removal */
179 #define EV_TurretSpawn(i, o) \
180     /** turret */ i(entity, __self) \
181     /**/
182 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
183
184 /** return error to not attack */
185 #define EV_TurretFire(i, o) \
186     /** turret */ i(entity, __self) \
187     /**/
188 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
189
190 /** return error to not attack */
191 #define EV_Turret_CheckFire(i, o) \
192     /**/ i(bool, ret_bool) \
193     /**/ o(bool, ret_bool) \
194     /**/
195 bool ret_bool;
196 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
197
198 /** return error to prevent entity spawn, or modify the entity */
199 #define EV_OnEntityPreSpawn(i, o) \
200     /** turret */ i(entity, __self) \
201     /**/
202 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
203
204 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
205 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
206
207 /** TODO change this into a general PlayerPostThink hook? */
208 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
209
210 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
211 #define EV_GetCvars(i, o) \
212     /**/ i(float, get_cvars_f) \
213     /**/ i(string, get_cvars_s) \
214     /**/
215 float get_cvars_f;
216 string get_cvars_s;
217 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
218
219 /** can edit any "just fired" projectile */
220 #define EV_EditProjectile(i, o) \
221     /**/ i(entity, __self) \
222     /**/ i(entity, other) \
223     /**/
224 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
225
226 /** called when a monster spawns */
227 #define EV_MonsterSpawn(i, o) \
228     /**/ i(entity, __self) \
229     /**/
230 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
231
232 /** called when a monster dies */
233 #define EV_MonsterDies(i, o) \
234     /**/ i(entity, frag_target) \
235     /**/ i(entity, frag_attacker) \
236     /**/
237 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
238
239 /** called when a monster dies */
240 #define EV_MonsterRemove(i, o) \
241     /**/ i(entity, rem_mon) \
242     /**/
243 entity rem_mon; // avoiding ovewriting self & other
244 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
245
246 /** called when a monster wants to respawn */
247 #define EV_MonsterRespawn(i, o) \
248     /**/ i(entity, other) \
249     /**/
250 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
251
252 /** called when a monster is dropping loot */
253 #define EV_MonsterDropItem(i, o) \
254     /**/ i(entity, other) \
255     /**/ o(entity, other) \
256     /**/
257 .void(entity this) monster_loot;
258 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
259
260 /**
261  * called when a monster moves
262  * returning true makes the monster stop
263  */
264 #define EV_MonsterMove(i, o) \
265     /**/ i(entity, __self) \
266     /**/ i(float, monster_speed_run) \
267     /**/ o(float, monster_speed_run) \
268     /**/ i(float, monster_speed_walk) \
269     /**/ o(float, monster_speed_walk) \
270     /**/ i(entity, monster_target) \
271     /**/
272 float monster_speed_run;
273 float monster_speed_walk;
274 entity monster_target;
275 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
276
277 /** called when a monster looks for another target */
278 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
279
280 /** called to change a random monster to a miniboss */
281 #define EV_MonsterCheckBossFlag(i, o) \
282     /**/ i(entity, __self) \
283     /**/
284 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
285
286 /**
287  * called when a player tries to spawn a monster
288  * return 1 to prevent spawning
289  */
290 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
291
292 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
293 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
294     /**/ i(entity, frag_inflictor) \
295     /**/ i(entity, frag_attacker) \
296     /** same as self */ i(entity, frag_target) \
297     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
298     /**/ i(float, damage_take) \
299     /**/ o(float, damage_take) \
300         /**/ i(float, damage_save) \
301     /**/ o(float, damage_save) \
302     /**/
303 vector damage_force;
304 float damage_take;
305 float damage_save;
306 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
307
308 /**
309  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
310  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
311  */
312 #define EV_PlayerDamage_Calculate(i, o) \
313     /**/ i(entity, frag_inflictor) \
314     /**/ i(entity, frag_attacker) \
315     /**/ i(entity, frag_target) \
316     /**/ i(float, frag_deathtype) \
317         /**/ i(float, frag_damage) \
318     /**/ o(float, frag_damage) \
319         /**/ i(float, frag_mirrordamage) \
320     /**/ o(float, frag_mirrordamage) \
321     /**/ i(vector, frag_force) \
322     /**/ o(vector, frag_force) \
323     /**/
324 float frag_damage;
325 float frag_mirrordamage;
326 vector frag_force;
327 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
328
329 /**
330  * Called when a player is damaged
331  */
332 #define EV_PlayerDamaged(i, o) \
333     /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
334     /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
335     /** health    */ i(int,    MUTATOR_ARGV_0_int) \
336     /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
337     /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
338     /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
339     /**/
340 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
341
342 /**
343  * Called by W_DecreaseAmmo
344  */
345 #define EV_W_DecreaseAmmo(i, o) \
346     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
347     /**/
348 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
349
350 /**
351  * Called by W_Reload
352  */
353 #define EV_W_Reload(i, o) \
354     /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
355     /**/
356 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
357
358 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
359 #define EV_PlayerPowerups(i, o) \
360     /**/ i(entity, __self) \
361     /**/ i(int, olditems) \
362     /**/
363 int olditems;
364 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
365
366 /**
367  * called every player think frame
368  * return 1 to disable regen
369  */
370 float regen_mod_max;
371 float regen_mod_regen;
372 float regen_mod_rot;
373 float regen_mod_limit;
374 float regen_health;
375 float regen_health_linear;
376 float regen_health_rot;
377 float regen_health_rotlinear;
378 float regen_health_stable;
379 float regen_health_rotstable;
380 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
381
382 /**
383  * called when the use key is pressed
384  * if MUTATOR_RETURNVALUE is 1, don't do anything
385  * return 1 if the use key actually did something
386  */
387 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
388
389 /**
390  * called when a client command is parsed
391  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
392  * NOTE: return true if you handled the command, return false to continue handling
393  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
394  * // example:
395  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
396  * {
397  *     if (MUTATOR_RETURNVALUE) // command was already handled?
398  *         return false;
399  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
400  *     {
401  *         print(cvar_string(argv(1)), "\n");
402  *         return true;
403  *     }
404  *     if (cmd_name == "echostring" && cmd_argc >= 2)
405  *     {
406  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
407  *         return true;
408  *     }
409  *     return false;
410  * }
411  */
412 #define EV_SV_ParseClientCommand(i, o) \
413     /** command name */ i(string, cmd_name) \
414     /** also, argv() can be used */ i(int, cmd_argc) \
415     /** whole command, use only if you really have to */ i(string, cmd_string) \
416     /**/
417 string cmd_name;
418 int cmd_argc;
419 string cmd_string;
420 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
421
422 /** please read EV_SV_ParseClientCommand description before using */
423 #define EV_SV_ParseServerCommand(i, o) \
424     /** command name */ i(string, cmd_name) \
425     /** also, argv() can be used */ i(int, cmd_argc) \
426     /** whole command, use only if you really have to */ i(string, cmd_string) \
427     /**/
428 //string cmd_name;
429 //int cmd_argc;
430 //string cmd_string;
431 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
432
433 /**
434  * called when a spawnpoint is being evaluated
435  * return 1 to make the spawnpoint unusable
436  */
437 #define EV_Spawn_Score(i, o) \
438     /** player wanting to spawn */ i(entity, __self) \
439     /** spot to be evaluated */ i(entity, spawn_spot) \
440     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
441     /**/ o(vector, spawn_score) \
442     /**/
443 vector spawn_score;
444 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
445
446 /** runs globally each server frame */
447 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
448
449 #define EV_SetModname(i, o) \
450     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
451     o(string, modname) \
452     /**/
453 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
454
455 /**
456  * called for each item being spawned on a map, including dropped weapons
457  * return 1 to remove an item
458  */
459 #define EV_Item_Spawn(i, o) \
460     /** the item */ i(entity, __self) \
461     /**/
462 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
463
464 #define EV_SetWeaponreplace(i, o) \
465     /** map entity */ i(entity, __self) \
466     /** weapon info */ i(entity, other) \
467     /**/ i(string, ret_string) \
468     /**/ o(string, ret_string) \
469     /**/
470 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
471
472 /** called when an item is about to respawn */
473 #define EV_Item_RespawnCountdown(i, o) \
474     /**/ i(string, item_name) \
475     /**/ o(string, item_name) \
476     /**/ i(vector, item_color) \
477     /**/ o(vector, item_color) \
478     /**/
479 string item_name;
480 vector item_color;
481 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
482
483 /** called when a bot checks a target to attack */
484 #define EV_BotShouldAttack(i, o) \
485     /**/ i(entity, __self) \
486     /**/ i(entity, checkentity) \
487     /**/
488 entity checkentity;
489 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
490
491 /**
492  * called whenever a player goes through a portal gun teleport
493  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
494  */
495 #define EV_PortalTeleport(i, o) \
496     /**/ i(entity, __self) \
497     /**/
498 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
499
500 /**
501  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
502  * normally help me ping uses self.waypointsprite_attachedforcarrier,
503  * but if your mutator uses something different then you can handle it
504  * in a special manner using this hook
505  */
506 #define EV_HelpMePing(i, o) \
507     /** the player who pressed impulse 33 */ i(entity, __self) \
508     /**/
509 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
510
511 /**
512  * called when a vehicle initializes
513  * return true to remove the vehicle
514  */
515 #define EV_VehicleSpawn(i, o) \
516     /**/ i(entity, __self) \
517     /**/
518 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
519
520 /**
521  * called when a player enters a vehicle
522  * allows mutators to set special settings in this event
523  */
524 #define EV_VehicleEnter(i, o) \
525     /** player */ i(entity, vh_player) \
526     /** vehicle */ i(entity, vh_vehicle) \
527     /**/
528 entity vh_player;
529 entity vh_vehicle;
530 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
531
532 /**
533  * called when a player touches a vehicle
534  * return true to stop player from entering the vehicle
535  */
536 #define EV_VehicleTouch(i, o) \
537     /** vehicle */ i(entity, __self) \
538     /** player */ i(entity, other) \
539     /**/
540 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
541
542 /**
543  * called when a player exits a vehicle
544  * allows mutators to set special settings in this event
545  */
546 #define EV_VehicleExit(i, o) \
547     /** player */ i(entity, vh_player) \
548     /** vehicle */ i(entity, vh_vehicle) \
549     /**/
550 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
551
552 /** called when a speedrun is aborted and the player is teleported back to start position */
553 #define EV_AbortSpeedrun(i, o) \
554     /** player */ i(entity, __self) \
555     /**/
556 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
557
558 /** called at when a item is touched. Called early, can edit item properties. */
559 #define EV_ItemTouch(i, o) \
560     /** item */ i(entity, __self) \
561     /** player */ i(entity, other) \
562     /**/
563 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
564
565 enum {
566         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
567         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
568         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
569 };
570
571 /** called at when a player connect */
572 #define EV_ClientConnect(i, o) \
573     /** player */ i(entity, __self) \
574     /**/
575 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
576
577 #define EV_HavocBot_ChooseRole(i, o) \
578     /**/ i(entity, __self) \
579     /**/
580 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
581
582 /** called when a target is checked for accuracy */
583 #define EV_AccuracyTargetValid(i, o) \
584     /** attacker */ i(entity, frag_attacker) \
585     /** target */ i(entity, frag_target) \
586     /**/
587 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
588 enum {
589         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
590         MUT_ACCADD_INVALID, // return this flag to make the function always continue
591         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
592 };
593
594 /** Called when clearing the global parameters for a model */
595 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
596
597 /** Called when getting the global parameters for a model */
598 #define EV_GetModelParams(i, o) \
599     /** entity id */ i(string, checkmodel_input) \
600     /** entity id */ i(string, checkmodel_command) \
601     /**/
602 string checkmodel_input, checkmodel_command;
603 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
604
605 /** called when a bullet has hit a target */
606 #define EV_FireBullet_Hit(i, o) \
607     /**/ i(entity, __self) \
608     /**/ i(entity, bullet_hit) \
609     /**/ i(vector, bullet_startpos) \
610     /**/ i(vector, bullet_endpos) \
611     /**/ i(float, frag_damage) \
612     /**/ o(float, frag_damage) \
613     /**/
614 entity bullet_hit;
615 //vector bullet_hitloc; // the end pos matches the hit location, apparently
616 vector bullet_startpos;
617 vector bullet_endpos;
618 //float frag_damage;
619 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
620
621 #define EV_FixPlayermodel(i, o) \
622     /**/ i(string, ret_string) \
623     /**/ o(string, ret_string) \
624     /**/ i(int, ret_int) \
625     /**/ o(int, ret_int) \
626     /**/
627 int ret_int;
628 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
629
630 /** Return error to play frag remaining announcements */
631 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
632
633 #define EV_GrappleHookThink(i, o) \
634     /**/ i(entity, __self) \
635     /**/ i(int, hook_tarzan) \
636     /**/ o(int, hook_tarzan) \
637     /**/ i(entity, hook_pullentity) \
638     /**/ o(entity, hook_pullentity) \
639     /**/ i(float, hook_velmultiplier) \
640     /**/ o(float, hook_velmultiplier) \
641     /**/
642 int hook_tarzan;
643 entity hook_pullentity;
644 float hook_velmultiplier;
645 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
646
647 #define EV_BuffModel_Customize(i, o) \
648     /**/ i(entity, __self) \
649     /**/ i(entity, buff_player) \
650     /**/
651 entity buff_player;
652 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
653
654 /** called at when a buff is touched. Called early, can edit buff properties. */
655 #define EV_BuffTouch(i, o) \
656     /** item */ i(entity, __self) \
657     /** player */ i(entity, other) \
658     /**/
659 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
660
661 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
662
663 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
664
665 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
666
667 #define EV_GetRecords(i, o) \
668     /**/ i(int, record_page) \
669     /**/ i(string, ret_string) \
670     /**/ o(string, ret_string) \
671     /**/
672 int record_page;
673 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
674
675 #define EV_Race_FinalCheckpoint(i, o) \
676     /**/ i(entity, race_player) \
677     /**/
678 entity race_player;
679 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
680
681 /** called when player triggered kill (or is changing teams), return error to not do anything */
682 #define EV_ClientKill(i, o) \
683     /** player */ i(entity, __self) \
684     /* kill delay */ i(float, ret_float) \
685     /* kill delay */ o(float, ret_float) \
686     /**/
687 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
688
689 #define EV_FixClientCvars(i, o) \
690     /**/ i(entity, fix_client) \
691     /**/
692 entity fix_client;
693 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
694
695 #define EV_SpectateSet(i, o) \
696     /**/ i(entity, __self) \
697     /**/ i(entity, spec_player) \
698     /**/ o(entity, spec_player) \
699     /**/
700 entity spec_player;
701 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
702
703 #define EV_SpectateNext(i, o) \
704     /**/ i(entity, __self) \
705     /**/ i(entity, spec_player) \
706     /**/ o(entity, spec_player) \
707     /**/
708 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
709
710 #define EV_SpectatePrev(i, o) \
711     /**/ i(entity, __self) \
712     /**/ i(entity, spec_player) \
713     /**/ o(entity, spec_player) \
714     /**/ i(entity, spec_first) \
715     /**/
716 entity spec_first;
717 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
718
719 enum {
720     MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
721     MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
722     MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
723 };
724
725 /** called when player triggered kill (or is changing teams), return error to not do anything */
726 #define EV_Bot_FixCount(i, o) \
727     /**/ i(int, bot_activerealplayers) \
728     /**/ o(int, bot_activerealplayers) \
729     /**/ i(int, bot_realplayers) \
730     /**/ o(int, bot_realplayers) \
731     /**/
732 int bot_activerealplayers;
733 int bot_realplayers;
734 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
735
736 #define EV_ClientCommand_Spectate(i, o) \
737     /**/ i(entity, __self) \
738     /**/
739 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
740
741 enum {
742     MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
743     MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
744     MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
745 };
746
747 #define EV_CheckRules_World(i, o) \
748     /* status */ i(float, ret_float) \
749     /* status */ o(float, ret_float) \
750     /* time limit */ i(float, checkrules_timelimit) \
751     /* frag limit */ i(int, checkrules_fraglimit) \
752     /**/
753 float checkrules_timelimit;
754 int checkrules_fraglimit;
755 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
756
757 #define EV_WantWeapon(i, o) \
758     /**/ i(entity, want_weaponinfo) \
759     /**/ i(float, ret_float) \
760     /**/ o(float, ret_float) \
761     /**/ i(bool, want_allguns) \
762     /**/ o(bool, want_allguns) \
763     /**/ i(bool, want_mutatorblocked) \
764     /**/ o(bool, want_mutatorblocked) \
765     /**/
766 entity want_weaponinfo;
767 bool want_allguns;
768 bool want_mutatorblocked;
769 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
770
771 #define EV_AddPlayerScore(i, o) \
772     /**/ i(int, score_field) \
773     /**/ i(float, ret_float) \
774     /**/ o(float, ret_float) \
775     /**/
776 int score_field;
777 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
778
779 #define EV_GetPlayerStatus(i, o) \
780     /**/ i(entity, set_player) \
781     /**/ i(string, ret_string) \
782     /**/ o(string, ret_string) \
783     /**/
784 entity set_player;
785 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
786
787 #define EV_SetWeaponArena(i, o) \
788     /**/ i(string, ret_string) \
789     /**/ o(string, ret_string) \
790     /**/
791 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
792
793 #define EV_DropSpecialItems(i, o) \
794     /**/ i(entity, frag_target) \
795     /**/
796 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
797
798 /**
799  * called when an admin tries to kill all monsters
800  * return 1 to prevent spawning
801  */
802 MUTATOR_HOOKABLE(AllowMobButcher, EV_NO_ARGS);
803
804 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
805
806 #define EV_SendWaypoint(i, o) \
807     /**/ i(entity, __self) \
808     /**/ i(entity, wp_sendto) \
809     /**/ i(int, wp_sendflags) \
810     /**/ o(int, wp_sendflags) \
811     /**/ i(int, wp_flag) \
812     /**/ o(int, wp_flag) \
813     /**/
814 entity wp_sendto;
815 int wp_sendflags;
816 int wp_flag;
817 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
818
819 #define EV_TurretValidateTarget(i, o) \
820     /**/ i(entity, turret_this) \
821     /**/ i(entity, turret_target) \
822     /**/ i(int, turret_vflags) \
823     /**/
824 entity turret_this;
825 entity turret_target;
826 int turret_vflags;
827 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
828
829 #define EV_TurretThink(i, o) \
830     /**/ i(entity, __self) \
831     /**/
832 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
833
834 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
835
836 /** */
837 #define EV_PrepareExplosionByDamage(i, o) \
838     /**/ i(entity, __self) \
839     /**/ i(entity, frag_attacker) \
840     /**/
841 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
842
843 /** called when a monster model is about to be set, allows custom paths etc. */
844 #define EV_MonsterModel(i, o) \
845     /**/ i(string, monster_model) \
846     /**/ i(string, monster_model_output) \
847     /**/ o(string, monster_model_output) \
848     /**/
849 string monster_model;
850 string monster_model_output;
851 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
852
853 /**/
854 #define EV_Player_ChangeTeam(i, o) \
855     /**/ i(entity, __self) \
856     /**/ i(float, pct_curteam) \
857     /**/ i(float, pct_newteam) \
858     /**/
859 float pct_curteam;
860 float pct_newteam;
861 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
862
863 /**/
864 #define EV_URI_GetCallback(i, o) \
865     /**/ i(float, uricb_id) \
866     /**/ i(float, uricb_status) \
867     /**/ i(string, uricb_data) \
868     /**/
869 float uricb_id;
870 float uricb_status;
871 string uricb_data;
872 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);