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1 #ifndef SERVER_MUTATORS_EVENTS_H
2 #define SERVER_MUTATORS_EVENTS_H
3
4 #include "../../common/mutators/base.qh"
5
6 // register all possible hooks here
7
8 /** called when a player becomes observer, after shared setup */
9 #define EV_MakePlayerObserver(i, o) \
10     /**/
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
12
13 /** */
14 #define EV_PutClientInServer(i, o) \
15     /** client wanting to spawn */ i(entity, __self) \
16     /**/
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
18
19 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
20 #define EV_PlayerSpawn(i, o) \
21     /** spot that was used, or world */ i(entity, spawn_spot) \
22     /**/
23 entity spawn_spot;
24 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
25
26 /** called in reset_map */
27 #define EV_reset_map_global(i, o) \
28     /**/
29 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
30
31 /** called in reset_map */
32 #define EV_reset_map_players(i, o) \
33     /**/
34 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
35
36 /** returns 1 if clearing player score shall not be allowed */
37 #define EV_ForbidPlayerScore_Clear(i, o) \
38     /**/
39 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
40
41 /** called when a player disconnects */
42 #define EV_ClientDisconnect(i, o) \
43     /**/
44 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
45
46 /** called when a player dies to e.g. remove stuff he was carrying. */
47 #define EV_PlayerDies(i, o) \
48     /**/ i(entity, frag_inflictor) \
49     /**/ i(entity, frag_attacker) \
50     /** same as self */ i(entity, frag_target) \
51     /**/ i(int, frag_deathtype) \
52     /**/
53 entity frag_inflictor;
54 entity frag_attacker;
55 entity frag_target;
56 int frag_deathtype;
57 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
58
59 /** called when a player dies to e.g. remove stuff he was carrying */
60 #define EV_PlayHitsound(i, o) \
61     /**/ i(entity, frag_victim) \
62     /**/
63 entity frag_victim;
64 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
65
66 /** called when a weapon sound is about to be played, allows custom paths etc. */
67 #define EV_WeaponSound(i, o) \
68     /**/ i(string, weapon_sound) \
69     /**/ i(string, weapon_sound_output) \
70     /**/ o(string, weapon_sound_output) \
71     /**/
72 string weapon_sound;
73 string weapon_sound_output;
74 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
75
76 /** called when a weapon model is about to be set, allows custom paths etc. */
77 #define EV_WeaponModel(i, o) \
78     /**/ i(string, weapon_model) \
79     /**/ i(string, weapon_model_output) \
80     /**/ o(string, weapon_model_output) \
81     /**/
82 string weapon_model;
83 string weapon_model_output;
84 MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
85
86 /** called when an item model is about to be set, allows custom paths etc. */
87 #define EV_ItemModel(i, o) \
88     /**/ i(string, item_model) \
89     /**/ i(string, item_model_output) \
90     /**/ o(string, item_model_output) \
91     /**/
92 string item_model;
93 string item_model_output;
94 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
95
96 /** called when a player presses the jump key */
97 #define EV_PlayerJump(i, o) \
98     /**/ i(float, player_multijump) \
99     /**/ i(float, player_jumpheight) \
100     /**/ o(float, player_multijump) \
101     /**/ o(float, player_jumpheight) \
102     /**/
103 float player_multijump;
104 float player_jumpheight;
105 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
106
107 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
108 #define EV_GiveFragsForKill(i, o) \
109     /**/ i(entity, __self) \
110     /** same as self */ i(entity, frag_attacker) \
111     /**/ i(entity, frag_target) \
112     /**/ i(float, frag_score) \
113     /**/ o(float, frag_score) \
114     /**/
115 float frag_score;
116 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
117
118 /** called when the match ends */
119 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
120
121 /** should adjust ret_float to contain the team count */
122 #define EV_GetTeamCount(i, o) \
123     /**/ i(float, ret_float) \
124     /**/ o(float, ret_float) \
125     /**/
126 float ret_float;
127 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
128
129 /** copies variables for spectating "other" to "self" */
130 #define EV_SpectateCopy(i, o) \
131     /**/ i(entity, other) \
132     /**/ i(entity, __self) \
133     /**/
134 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
135
136 /** called when formatting a chat message to replace fancy functions */
137 #define EV_FormatMessage(i, o) \
138     /**/ i(string, format_escape) \
139     /**/ i(string, format_replacement) \
140     /**/ o(string, format_replacement) \
141     /**/ i(string, format_message) \
142     /**/
143 string format_escape;
144 string format_replacement;
145 string format_message;
146 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
147
148 /** returns 1 if throwing the current weapon shall not be allowed */
149 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
150
151 /** allows changing attack rate */
152 #define EV_WeaponRateFactor(i, o) \
153     /**/ i(float, weapon_rate) \
154     /**/ o(float, weapon_rate) \
155     /**/
156 float weapon_rate;
157 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
158
159 /** allows changing weapon speed (projectiles mostly) */
160 #define EV_WeaponSpeedFactor(i, o) \
161     /**/ i(float, ret_float) \
162     /**/ o(float, ret_float) \
163     /**/
164 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
165
166 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
167 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
168
169 /** called every frame. customizes the waypoint for spectators */
170 #define EV_CustomizeWaypoint(i, o) \
171     /** waypoint */ i(entity, __self) \
172     /** player; other.enemy = spectator */ i(entity, other) \
173     /**/
174 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
175
176 /**
177  * 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)
178  * return error to request removal
179  */
180 #define EV_FilterItem(i, o) \
181     /** the current item */ i(entity, __self) \
182     /**/
183 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
184
185 /** return error to request removal */
186 #define EV_TurretSpawn(i, o) \
187     /** turret */ i(entity, __self) \
188     /**/
189 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
190
191 /** return error to not attack */
192 #define EV_TurretFire(i, o) \
193     /** turret */ i(entity, __self) \
194     /**/
195 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
196
197 /** return error to not attack */
198 #define EV_Turret_CheckFire(i, o) \
199     /**/ i(bool, ret_bool) \
200     /**/ o(bool, ret_bool) \
201     /**/
202 bool ret_bool;
203 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
204
205 /** return error to prevent entity spawn, or modify the entity */
206 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
207
208 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
209 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
210
211 /** TODO change this into a general PlayerPostThink hook? */
212 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
213
214 /**
215  * called before any player physics, may adjust variables for movement,
216  * is run AFTER bot code and idle checking
217  */
218 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
219
220 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
221 #define EV_GetCvars(i, o) \
222     /**/ i(float, get_cvars_f) \
223     /**/ i(string, get_cvars_s) \
224     /**/
225 float get_cvars_f;
226 string get_cvars_s;
227 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
228
229 /** can edit any "just fired" projectile */
230 #define EV_EditProjectile(i, o) \
231     /**/ i(entity, __self) \
232     /**/ i(entity, other) \
233     /**/
234 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
235
236 /** called when a monster spawns */
237 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
238
239 /** called when a monster dies */
240 #define EV_MonsterDies(i, o) \
241     /**/ i(entity, frag_attacker) \
242     /**/
243 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
244
245 /** called when a monster dies */
246 #define EV_MonsterRemove(i, o) \
247     /**/ i(entity, rem_mon) \
248     /**/
249 entity rem_mon; // avoiding ovewriting self & other
250 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
251
252 /** called when a monster wants to respawn */
253 #define EV_MonsterRespawn(i, o) \
254     /**/ i(entity, other) \
255     /**/
256 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
257
258 /** called when a monster is dropping loot */
259 #define EV_MonsterDropItem(i, o) \
260     /**/ i(entity, other) \
261     /**/ o(entity, other) \
262     /**/
263 .void(entity this) monster_loot;
264 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
265
266 /**
267  * called when a monster moves
268  * returning true makes the monster stop
269  */
270 #define EV_MonsterMove(i, o) \
271     /**/ i(float, monster_speed_run) \
272     /**/ o(float, monster_speed_run) \
273     /**/ i(float, monster_speed_walk) \
274     /**/ o(float, monster_speed_walk) \
275     /**/ i(entity, monster_target) \
276     /**/
277 float monster_speed_run;
278 float monster_speed_walk;
279 entity monster_target;
280 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
281
282 /** called when a monster looks for another target */
283 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
284
285 /** called to change a random monster to a miniboss */
286 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
287
288 /**
289  * called when a player tries to spawn a monster
290  * return 1 to prevent spawning
291  */
292 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
293
294 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
295 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
296     /**/ i(entity, frag_inflictor) \
297     /**/ i(entity, frag_attacker) \
298     /** same as self */ i(entity, frag_target) \
299     /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
300     /**/ i(float, damage_take) \
301     /**/ o(float, damage_take) \
302         /**/ i(float, damage_save) \
303     /**/ o(float, damage_save) \
304     /**/
305 vector damage_force;
306 float damage_take;
307 float damage_save;
308 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
309
310 /**
311  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
312  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
313  */
314 #define EV_PlayerDamage_Calculate(i, o) \
315     /**/ i(entity, frag_inflictor) \
316     /**/ i(entity, frag_attacker) \
317     /**/ i(entity, frag_target) \
318     /**/ i(float, frag_deathtype) \
319         /**/ i(float, frag_damage) \
320     /**/ o(float, frag_damage) \
321         /**/ i(float, frag_mirrordamage) \
322     /**/ o(float, frag_mirrordamage) \
323     /**/ i(vector, frag_force) \
324     /**/ o(vector, frag_force) \
325     /**/
326 float frag_damage;
327 float frag_mirrordamage;
328 vector frag_force;
329 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
330
331 /**
332  * Called when a player is damaged
333  */
334 #define EV_PlayerDamaged(i, o) \
335     /** attacker */ i(entity, mutator_argv_entity_0) \
336     /** target */ i(entity, mutator_argv_entity_1) \
337     /** health */ i(int, mutator_argv_int_0) \
338     /** armor */ i(int, mutator_argv_int_1) \
339     /** location */ i(vector, mutator_argv_vector_0) \
340     /**/
341 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
342
343 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
344 #define EV_PlayerPowerups(i, o) \
345     /**/ i(entity, __self) \
346     /**/ i(int, olditems) \
347     /**/
348 int olditems;
349 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
350
351 /**
352  * called every player think frame
353  * return 1 to disable regen
354  */
355 float regen_mod_max;
356 float regen_mod_regen;
357 float regen_mod_rot;
358 float regen_mod_limit;
359 float regen_health;
360 float regen_health_linear;
361 float regen_health_rot;
362 float regen_health_rotlinear;
363 float regen_health_stable;
364 float regen_health_rotstable;
365 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
366
367 /**
368  * called when the use key is pressed
369  * if MUTATOR_RETURNVALUE is 1, don't do anything
370  * return 1 if the use key actually did something
371  */
372 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
373
374 /**
375  * called when a client command is parsed
376  * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
377  * NOTE: return true if you handled the command, return false to continue handling
378  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
379  * // example:
380  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
381  * {
382  *     if (MUTATOR_RETURNVALUE) // command was already handled?
383  *         return false;
384  *     if (cmd_name == "echocvar" && cmd_argc >= 2)
385  *     {
386  *         print(cvar_string(argv(1)), "\n");
387  *         return true;
388  *     }
389  *     if (cmd_name == "echostring" && cmd_argc >= 2)
390  *     {
391  *         print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
392  *         return true;
393  *     }
394  *     return false;
395  * }
396  */
397 #define EV_SV_ParseClientCommand(i, o) \
398     /** command name */ i(string, cmd_name) \
399     /** also, argv() can be used */ i(int, cmd_argc) \
400     /** whole command, use only if you really have to */ i(string, cmd_string) \
401     /**/
402 string cmd_name;
403 int cmd_argc;
404 string cmd_string;
405 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
406
407 /** please read EV_SV_ParseClientCommand description before using */
408 #define EV_SV_ParseServerCommand(i, o) \
409     /** command name */ i(string, cmd_name) \
410     /** also, argv() can be used */ i(int, cmd_argc) \
411     /** whole command, use only if you really have to */ i(string, cmd_string) \
412     /**/
413 //string cmd_name;
414 //int cmd_argc;
415 //string cmd_string;
416 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
417
418 /**
419  * called when a spawnpoint is being evaluated
420  * return 1 to make the spawnpoint unusable
421  */
422 #define EV_Spawn_Score(i, o) \
423     /** player wanting to spawn */ i(entity, __self) \
424     /** spot to be evaluated */ i(entity, spawn_spot) \
425     /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
426     /**/ o(vector, spawn_score) \
427     /**/
428 vector spawn_score;
429 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
430
431 /** runs globally each server frame */
432 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
433
434 #define EV_SetModname(i, o) \
435     /** name of the mutator/mod if it warrants showing as such in the server browser */ \
436     o(string, modname) \
437     /**/
438 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
439
440 /**
441  * called for each item being spawned on a map, including dropped weapons
442  * return 1 to remove an item
443  */
444 #define EV_Item_Spawn(i, o) \
445     /** the item */ i(entity, __self) \
446     /**/
447 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
448
449 #define EV_SetWeaponreplace(i, o) \
450     /** map entity */ i(entity, __self) \
451     /** weapon info */ i(entity, other) \
452     /**/ i(string, ret_string) \
453     /**/ o(string, ret_string) \
454     /**/
455 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
456
457 /** called when an item is about to respawn */
458 #define EV_Item_RespawnCountdown(i, o) \
459     /**/ i(string, item_name) \
460     /**/ o(string, item_name) \
461     /**/ i(vector, item_color) \
462     /**/ o(vector, item_color) \
463     /**/
464 string item_name;
465 vector item_color;
466 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
467
468 /** called when a bot checks a target to attack */
469 #define EV_BotShouldAttack(i, o) \
470     /**/ i(entity, checkentity) \
471     /**/
472 entity checkentity;
473 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
474
475 /**
476  * called whenever a player goes through a portal gun teleport
477  * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
478  */
479 #define EV_PortalTeleport(i, o) \
480     /**/ i(entity, __self) \
481     /**/
482 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
483
484 /**
485  * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
486  * normally help me ping uses self.waypointsprite_attachedforcarrier,
487  * but if your mutator uses something different then you can handle it
488  * in a special manner using this hook
489  */
490 #define EV_HelpMePing(i, o) \
491     /** the player who pressed impulse 33 */ i(entity, __self) \
492     /**/
493 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
494
495 /**
496  * called when a vehicle initializes
497  * return true to remove the vehicle
498  */
499 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
500
501 /**
502  * called when a player enters a vehicle
503  * allows mutators to set special settings in this event
504  */
505 #define EV_VehicleEnter(i, o) \
506     /** player */ i(entity, vh_player) \
507     /** vehicle */ i(entity, vh_vehicle) \
508     /**/
509 entity vh_player;
510 entity vh_vehicle;
511 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
512
513 /**
514  * called when a player touches a vehicle
515  * return true to stop player from entering the vehicle
516  */
517 #define EV_VehicleTouch(i, o) \
518     /** vehicle */ i(entity, __self) \
519     /** player */ i(entity, other) \
520     /**/
521 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
522
523 /**
524  * called when a player exits a vehicle
525  * allows mutators to set special settings in this event
526  */
527 #define EV_VehicleExit(i, o) \
528     /** player */ i(entity, vh_player) \
529     /** vehicle */ i(entity, vh_vehicle) \
530     /**/
531 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
532
533 /** called when a speedrun is aborted and the player is teleported back to start position */
534 #define EV_AbortSpeedrun(i, o) \
535     /** player */ i(entity, __self) \
536     /**/
537 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
538
539 /** called at when a item is touched. Called early, can edit item properties. */
540 #define EV_ItemTouch(i, o) \
541     /** item */ i(entity, __self) \
542     /** player */ i(entity, other) \
543     /**/
544 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
545
546 enum {
547         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
548         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
549         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
550 };
551
552 /** called at when a player connect */
553 #define EV_ClientConnect(i, o) \
554     /** player */ i(entity, __self) \
555     /**/
556 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
557
558 #define EV_HavocBot_ChooseRole(i, o) \
559     /**/ i(entity, __self) \
560     /**/
561 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
562
563 /** called when a target is checked for accuracy */
564 #define EV_AccuracyTargetValid(i, o) \
565     /** attacker */ i(entity, frag_attacker) \
566     /** target */ i(entity, frag_target) \
567     /**/
568 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
569 enum {
570         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
571         MUT_ACCADD_INVALID, // return this flag to make the function always continue
572         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
573 };
574
575 /** Called when clearing the global parameters for a model */
576 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
577
578 /** Called when getting the global parameters for a model */
579 #define EV_GetModelParams(i, o) \
580     /** entity id */ i(string, checkmodel_input) \
581     /** entity id */ i(string, checkmodel_command) \
582     /**/
583 string checkmodel_input, checkmodel_command;
584 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
585
586 /** called when a bullet has hit a target */
587 #define EV_FireBullet_Hit(i, o) \
588     /**/ i(entity, __self) \
589     /**/ i(entity, bullet_hit) \
590     /**/ i(vector, bullet_startpos) \
591     /**/ i(vector, bullet_endpos) \
592     /**/ i(float, frag_damage) \
593     /**/ o(float, frag_damage) \
594     /**/
595 entity bullet_hit;
596 //vector bullet_hitloc; // the end pos matches the hit location, apparently
597 vector bullet_startpos;
598 vector bullet_endpos;
599 //float frag_damage;
600 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
601
602 #define EV_FixPlayermodel(i, o) \
603     /**/ i(string, ret_string) \
604     /**/ o(string, ret_string) \
605     /**/ i(int, ret_int) \
606     /**/ o(int, ret_int) \
607     /**/
608 int ret_int;
609 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
610
611 /** Return error to play frag remaining announcements */
612 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
613
614 #define EV_GrappleHookThink(i, o) \
615     /**/ i(entity, __self) \
616     /**/ i(int, hook_tarzan) \
617     /**/ o(int, hook_tarzan) \
618     /**/ i(entity, hook_pullentity) \
619     /**/ o(entity, hook_pullentity) \
620     /**/ i(float, hook_velmultiplier) \
621     /**/ o(float, hook_velmultiplier) \
622     /**/
623 int hook_tarzan;
624 entity hook_pullentity;
625 float hook_velmultiplier;
626 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
627
628 #define EV_BuffModel_Customize(i, o) \
629     /**/ i(entity, __self) \
630     /**/ i(entity, buff_player) \
631     /**/
632 entity buff_player;
633 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
634
635 /** called at when a buff is touched. Called early, can edit buff properties. */
636 #define EV_BuffTouch(i, o) \
637     /** item */ i(entity, __self) \
638     /** player */ i(entity, other) \
639     /**/
640 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
641 #endif