3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
20 * return true to prevent a spectator/observer to spawn as player
22 #define EV_ForbidSpawn(i, o) \
23 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
25 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
27 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
28 #define EV_PlayerSpawn(i, o) \
29 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
30 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
32 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
34 /** called in reset_map */
35 #define EV_reset_map_global(i, o) \
37 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
39 /** called in reset_map */
40 #define EV_reset_map_players(i, o) \
42 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
44 /** returns 1 if clearing player score shall not be allowed */
45 #define EV_ForbidPlayerScore_Clear(i, o) \
47 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
49 /** called when a player disconnects */
50 #define EV_ClientDisconnect(i, o) \
51 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
53 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
55 /** called when a player dies to e.g. remove stuff he was carrying. */
56 #define EV_PlayerDies(i, o) \
57 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
58 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
59 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
60 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
61 /** damage */ i(float, MUTATOR_ARGV_4_float) \
62 /** damage */ o(float, MUTATOR_ARGV_4_float) \
64 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
66 /** allows overriding the frag centerprint messages */
67 #define EV_FragCenterMessage(i, o) \
68 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
69 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
70 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
71 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
72 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
74 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
76 /** called when a player dies to e.g. remove stuff he was carrying */
77 #define EV_PlayHitsound(i, o) \
78 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
79 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
81 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
83 /** called when a weapon sound is about to be played, allows custom paths etc. */
84 #define EV_WeaponSound(i, o) \
85 /** sound */ i(string, MUTATOR_ARGV_0_string) \
86 /** output */ i(string, MUTATOR_ARGV_1_string) \
87 /**/ o(string, MUTATOR_ARGV_1_string) \
89 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
91 /** called when an item model is about to be set, allows custom paths etc. */
92 #define EV_ItemModel(i, o) \
93 /** model */ i(string, MUTATOR_ARGV_0_string) \
94 /** output */ i(string, MUTATOR_ARGV_1_string) \
95 /**/ o(string, MUTATOR_ARGV_1_string) \
97 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
99 /** called when an item sound is about to be played, allows custom paths etc. */
100 #define EV_ItemSound(i, o) \
101 /** sound */ i(string, MUTATOR_ARGV_0_string) \
102 /** output */ i(string, MUTATOR_ARGV_1_string) \
103 /**/ o(string, MUTATOR_ARGV_1_string) \
105 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
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 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
110 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
111 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
112 /** */ o(float, MUTATOR_ARGV_2_float) \
114 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
116 /** called when the match ends */
117 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
119 /** allows adjusting allowed teams */
120 #define EV_CheckAllowedTeams(i, o) \
121 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
122 /**/ o(float, MUTATOR_ARGV_0_float) \
123 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
124 /**/ o(string, MUTATOR_ARGV_1_string) \
126 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
128 /** copies variables for spectating "spectatee" to "this" */
129 #define EV_SpectateCopy(i, o) \
130 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
131 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
133 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
135 /** called when formatting a chat message to replace fancy functions */
136 #define EV_FormatMessage(i, o) \
137 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
138 /** escape */ i(string, MUTATOR_ARGV_1_string) \
139 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
140 /**/ o(string, MUTATOR_ARGV_2_string) \
141 /** message */ i(string, MUTATOR_ARGV_3_string) \
143 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
145 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
146 #define EV_PreFormatMessage(i, o) \
147 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
148 /** message */ i(string, MUTATOR_ARGV_1_string) \
149 /**/ o(string, MUTATOR_ARGV_1_string) \
151 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
153 /** returns true if throwing the current weapon shall not be allowed */
154 #define EV_ForbidThrowCurrentWeapon(i, o) \
155 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
157 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
159 /** returns true if dropping the current weapon shall not be allowed at any time including death */
160 #define EV_ForbidDropCurrentWeapon(i, o) \
161 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
163 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
166 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
168 /** allows changing attack rate */
169 #define EV_WeaponRateFactor(i, o) \
170 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
171 /**/ o(float, MUTATOR_ARGV_0_float) \
172 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
174 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
176 /** allows changing weapon speed (projectiles mostly) */
177 #define EV_WeaponSpeedFactor(i, o) \
178 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
179 /**/ o(float, MUTATOR_ARGV_0_float) \
180 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
182 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
184 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
185 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
187 /** called every frame. customizes the waypoint for spectators */
188 #define EV_CustomizeWaypoint(i, o) \
189 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
190 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
192 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
195 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
196 * return error to request removal
198 #define EV_FilterItem(i, o) \
199 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
201 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
203 /** return error to request removal */
204 #define EV_TurretSpawn(i, o) \
205 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
207 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
209 /** return error to not attack */
210 #define EV_TurretFire(i, o) \
211 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
213 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
215 /** return error to not attack */
216 #define EV_Turret_CheckFire(i, o) \
217 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
218 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
220 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
222 /** return error to prevent entity spawn, or modify the entity */
223 #define EV_OnEntityPreSpawn(i, o) \
224 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
226 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
228 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
229 #define EV_PlayerPreThink(i, o) \
230 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
232 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
234 /** TODO change this into a general PlayerPostThink hook? */
235 #define EV_GetPressedKeys(i, o) \
236 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
238 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
240 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
241 #define EV_GetCvars(i, o) \
242 /**/ i(float, get_cvars_f) \
243 /**/ i(string, get_cvars_s) \
247 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
249 /** can edit any "just fired" projectile */
250 #define EV_EditProjectile(i, o) \
251 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
252 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
254 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
256 /** called when a monster spawns */
257 #define EV_MonsterSpawn(i, o) \
258 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
260 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
262 /** called when a monster dies */
263 #define EV_MonsterDies(i, o) \
264 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
265 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
266 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
268 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
270 /** called when a monster dies */
271 #define EV_MonsterRemove(i, o) \
272 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
274 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
276 /** called when a monster wants to respawn */
277 #define EV_MonsterRespawn(i, o) \
278 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
280 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
282 /** called when a monster is dropping loot */
283 #define EV_MonsterDropItem(i, o) \
284 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
285 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
286 /**/ o(entity, MUTATOR_ARGV_1_entity) \
287 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
289 .void(entity this) monster_loot;
290 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
293 * called when a monster moves
294 * returning true makes the monster stop
296 #define EV_MonsterMove(i, o) \
297 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
298 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
299 /**/ o(float, MUTATOR_ARGV_1_float) \
300 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
301 /**/ o(float, MUTATOR_ARGV_2_float) \
302 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
304 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
306 /** called when a monster looks for another target */
307 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
310 * called when validating a monster's target
312 #define EV_MonsterValidTarget(i, o) \
313 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
314 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
316 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
318 /** called to change a random monster to a miniboss */
319 #define EV_MonsterCheckBossFlag(i, o) \
320 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
322 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
325 * called when a player tries to spawn a monster
326 * return 1 to prevent spawning
327 * NOTE: requires reason if disallowed
329 #define EV_AllowMobSpawning(i, o) \
330 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
331 /** reason */ o(string, MUTATOR_ARGV_1_string) \
333 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
335 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
336 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
337 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
338 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
339 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
340 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
341 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
342 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
343 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
344 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
345 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
346 /** damage */ i(float, MUTATOR_ARGV_7_float) \
348 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
351 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
352 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
354 #define EV_PlayerDamage_Calculate(i, o) \
355 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
356 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
357 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
358 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
359 /** damage */ i(float, MUTATOR_ARGV_4_float) \
360 /** damage */ o(float, MUTATOR_ARGV_4_float) \
361 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
362 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
363 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
364 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
366 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
369 * Called when a player is damaged
371 #define EV_PlayerDamaged(i, o) \
372 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
373 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
374 /** health */ i(float, MUTATOR_ARGV_2_float) \
375 /** armor */ i(float, MUTATOR_ARGV_3_float) \
376 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
377 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
378 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
380 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
383 * Called by W_DecreaseAmmo
385 #define EV_W_DecreaseAmmo(i, o) \
386 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
388 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
393 #define EV_W_Reload(i, o) \
394 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
396 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
398 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
399 #define EV_PlayerPowerups(i, o) \
400 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
401 /** old items */ i(int, MUTATOR_ARGV_1_int) \
403 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
406 * called every player think frame
407 * return 1 to disable regen
409 #define EV_PlayerRegen(i, o) \
410 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
411 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
412 /**/ o(float, MUTATOR_ARGV_1_float) \
413 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
414 /**/ o(float, MUTATOR_ARGV_2_float) \
415 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
416 /**/ o(float, MUTATOR_ARGV_3_float) \
417 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
418 /**/ o(float, MUTATOR_ARGV_4_float) \
419 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
420 /**/ o(float, MUTATOR_ARGV_5_float) \
421 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
422 /**/ o(float, MUTATOR_ARGV_6_float) \
423 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
424 /**/ o(float, MUTATOR_ARGV_7_float) \
425 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
426 /**/ o(float, MUTATOR_ARGV_8_float) \
427 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
428 /**/ o(float, MUTATOR_ARGV_9_float) \
429 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
430 /**/ o(float, MUTATOR_ARGV_10_float) \
432 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
435 * called when the use key is pressed
436 * if MUTATOR_RETURNVALUE is 1, don't do anything
437 * return 1 if the use key actually did something
439 #define EV_PlayerUseKey(i, o) \
440 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
442 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
445 * called when a client command is parsed
446 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
447 * NOTE: return true if you handled the command, return false to continue handling
448 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
450 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
452 * if (MUTATOR_RETURNVALUE) // command was already handled?
454 * if (cmd_name == "echocvar" && cmd_argc >= 2)
456 * print(cvar_string(argv(1)), "\n");
459 * if (cmd_name == "echostring" && cmd_argc >= 2)
461 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
467 #define EV_SV_ParseClientCommand(i, o) \
468 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
469 /** command name */ i(string, MUTATOR_ARGV_1_string) \
470 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
471 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
473 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
475 /** please read EV_SV_ParseClientCommand description before using */
476 #define EV_SV_ParseServerCommand(i, o) \
477 /** command name */ i(string, MUTATOR_ARGV_0_string) \
478 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
479 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
481 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
484 * called when a spawnpoint is being evaluated
485 * return 1 to make the spawnpoint unusable
487 #define EV_Spawn_Score(i, o) \
488 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
489 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
490 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
491 /**/ o(vector, MUTATOR_ARGV_2_vector) \
493 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
495 /** runs globally each server frame */
496 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
498 #define EV_SetModname(i, o) \
499 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
500 /**/ i(string, MUTATOR_ARGV_0_string) \
501 /**/ o(string, MUTATOR_ARGV_0_string) \
503 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
506 * called for each item being spawned on a map, including dropped weapons
507 * return 1 to remove an item
509 #define EV_Item_Spawn(i, o) \
510 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
512 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
514 #define EV_SetWeaponreplace(i, o) \
515 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
516 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
517 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
518 /**/ o(string, MUTATOR_ARGV_2_string) \
520 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
522 /** called when an item is about to respawn */
523 #define EV_Item_RespawnCountdown(i, o) \
524 /** item name */ i(string, MUTATOR_ARGV_0_string) \
525 /**/ o(string, MUTATOR_ARGV_0_string) \
526 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
527 /**/ o(vector, MUTATOR_ARGV_1_vector) \
529 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
531 /** called when a bot checks a target to attack */
532 #define EV_BotShouldAttack(i, o) \
533 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
534 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
536 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
539 * called whenever a player goes through a portal gun teleport
540 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
542 #define EV_PortalTeleport(i, o) \
543 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
545 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
548 * called whenever a player uses impulse 33 (help me) in impulse.qc
549 * normally help me ping uses .waypointsprite_attachedforcarrier,
550 * but if your mutator uses something different then you can handle it
551 * in a special manner using this hook
553 #define EV_HelpMePing(i, o) \
554 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
556 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
559 * called when a vehicle initializes
560 * return true to remove the vehicle
562 #define EV_VehicleInit(i, o) \
563 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
565 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
568 * called when a player enters a vehicle
569 * allows mutators to set special settings in this event
571 #define EV_VehicleEnter(i, o) \
572 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
573 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
575 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
578 * called when a player touches a vehicle
579 * return true to stop player from entering the vehicle
581 #define EV_VehicleTouch(i, o) \
582 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
583 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
585 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
588 * called when a player exits a vehicle
589 * allows mutators to set special settings in this event
591 #define EV_VehicleExit(i, o) \
592 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
593 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
595 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
597 /** called when a speedrun is aborted and the player is teleported back to start position */
598 #define EV_AbortSpeedrun(i, o) \
599 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
601 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
603 /** called at when a item is touched. Called early, can edit item properties. */
604 #define EV_ItemTouch(i, o) \
605 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
606 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
607 /**/ o(entity, MUTATOR_ARGV_1_entity) \
609 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
612 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
613 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
614 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
617 /** called at when a player connect */
618 #define EV_ClientConnect(i, o) \
619 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
621 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
623 #define EV_HavocBot_ChooseRole(i, o) \
624 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
626 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
628 /** called when a target is checked for accuracy */
629 #define EV_AccuracyTargetValid(i, o) \
630 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
631 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
633 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
635 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
636 MUT_ACCADD_INVALID, // return this flag to make the function always continue
637 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
640 /** Called when clearing the global parameters for a model */
641 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
643 /** Called when getting the global parameters for a model */
644 #define EV_GetModelParams(i, o) \
645 /** input */ i(string, MUTATOR_ARGV_0_string) \
646 /** command */ i(string, MUTATOR_ARGV_1_string) \
648 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
650 /** called when a bullet has hit a target */
651 #define EV_FireBullet_Hit(i, o) \
652 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
653 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
654 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
655 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
656 /** damage */ i(float, MUTATOR_ARGV_4_float) \
657 /**/ o(float, MUTATOR_ARGV_4_float) \
659 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
661 #define EV_FixPlayermodel(i, o) \
662 /** model */ i(string, MUTATOR_ARGV_0_string) \
663 /**/ o(string, MUTATOR_ARGV_0_string) \
664 /** skin */ i(int, MUTATOR_ARGV_1_int) \
665 /**/ o(int, MUTATOR_ARGV_1_int) \
666 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
668 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
670 /** Return error to play frag remaining announcements */
671 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
673 #define EV_GrappleHookThink(i, o) \
674 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
675 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
676 /**/ o(int, MUTATOR_ARGV_1_int) \
677 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
678 /**/ o(entity, MUTATOR_ARGV_2_entity) \
679 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
680 /**/ o(float, MUTATOR_ARGV_3_float) \
682 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
684 #define EV_BuffModel_Customize(i, o) \
685 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
686 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
688 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
690 /** called at when a buff is touched. Called early, can edit buff properties. */
691 #define EV_BuffTouch(i, o) \
692 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
693 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
694 /**/ o(entity, MUTATOR_ARGV_1_entity) \
696 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
698 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
700 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
702 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
704 #define EV_GetRecords(i, o) \
705 /** page */ i(int, MUTATOR_ARGV_0_int) \
706 /** record list */ i(string, MUTATOR_ARGV_1_string) \
707 /**/ o(string, MUTATOR_ARGV_1_string) \
709 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
711 #define EV_Race_FinalCheckpoint(i, o) \
712 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
714 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
716 /** called when player triggered kill (or is changing teams), return error to not do anything */
717 #define EV_ClientKill(i, o) \
718 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
719 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
720 /**/ o(float, MUTATOR_ARGV_1_float) \
722 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
724 #define EV_FixClientCvars(i, o) \
725 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
727 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
729 #define EV_SpectateSet(i, o) \
730 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
731 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
732 /**/ o(entity, MUTATOR_ARGV_1_entity) \
734 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
736 #define EV_SpectateNext(i, o) \
737 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
738 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
739 /**/ o(entity, MUTATOR_ARGV_1_entity) \
741 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
743 #define EV_SpectatePrev(i, o) \
744 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
745 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
746 /**/ o(entity, MUTATOR_ARGV_1_entity) \
747 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
749 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
752 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
753 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
754 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
757 /** called when player triggered kill (or is changing teams), return error to not do anything */
758 #define EV_Bot_FixCount(i, o) \
759 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
760 /**/ o(int, MUTATOR_ARGV_0_int) \
761 /** real players */ i(int, MUTATOR_ARGV_1_int) \
762 /**/ o(int, MUTATOR_ARGV_1_int) \
764 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
766 #define EV_ClientCommand_Spectate(i, o) \
767 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
769 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
772 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
773 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
774 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
777 #define EV_CheckRules_World(i, o) \
778 /** status */ i(float, MUTATOR_ARGV_0_float) \
779 /**/ o(float, MUTATOR_ARGV_0_float) \
780 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
781 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
783 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
785 #define EV_WantWeapon(i, o) \
786 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
787 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
788 /**/ o(float, MUTATOR_ARGV_1_float) \
789 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
790 /**/ o(bool, MUTATOR_ARGV_2_bool) \
791 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
792 /**/ o(bool, MUTATOR_ARGV_3_bool) \
794 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
796 #define EV_AddPlayerScore(i, o) \
797 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
798 /** score */ i(float, MUTATOR_ARGV_1_float) \
799 /**/ o(float, MUTATOR_ARGV_1_float) \
800 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
802 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
804 #define EV_GetPlayerStatus(i, o) \
805 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
807 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
809 #define EV_SetWeaponArena(i, o) \
810 /** arena */ i(string, MUTATOR_ARGV_0_string) \
811 /**/ o(string, MUTATOR_ARGV_0_string) \
813 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
815 #define EV_DropSpecialItems(i, o) \
816 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
818 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
821 * called when an admin tries to kill all monsters
822 * return 1 to prevent spawning
824 #define EV_AllowMobButcher(i, o) \
825 /** reason */ o(string, MUTATOR_ARGV_0_string) \
827 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
829 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
831 #define EV_SendWaypoint(i, o) \
832 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
833 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
834 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
835 /**/ o(int, MUTATOR_ARGV_2_int) \
836 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
837 /**/ o(int, MUTATOR_ARGV_3_int) \
839 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
841 #define EV_TurretValidateTarget(i, o) \
842 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
843 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
844 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
845 /** target score */ o(float, MUTATOR_ARGV_3_float) \
847 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
849 #define EV_TurretThink(i, o) \
850 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
852 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
854 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
857 #define EV_PrepareExplosionByDamage(i, o) \
858 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
859 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
861 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
863 /** called when a monster model is about to be set, allows custom paths etc. */
864 #define EV_MonsterModel(i, o) \
865 /** model */ i(string, MUTATOR_ARGV_0_string) \
866 /** output */ i(string, MUTATOR_ARGV_1_string) \
867 /**/ o(string, MUTATOR_ARGV_1_string) \
869 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
872 #define EV_Player_ChangeTeam(i, o) \
873 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
874 /** current team */ i(float, MUTATOR_ARGV_1_float) \
875 /** new team */ i(float, MUTATOR_ARGV_2_float) \
877 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
880 #define EV_URI_GetCallback(i, o) \
881 /** id */ i(float, MUTATOR_ARGV_0_float) \
882 /** status */ i(float, MUTATOR_ARGV_1_float) \
883 /** data */ i(string, MUTATOR_ARGV_2_string) \
885 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
888 * return true to prevent weapon use for a player
890 #define EV_ForbidWeaponUse(i, o) \
891 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
893 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
895 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
896 #define EV_CopyBody(i, o) \
897 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
898 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
899 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
901 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
903 /** called when sending a chat message, ret argument can be changed to prevent the message */
904 #define EV_ChatMessage(i, o) \
905 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
906 /** ret */ i(int, MUTATOR_ARGV_1_int) \
907 /**/ o(int, MUTATOR_ARGV_1_int) \
909 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
911 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
912 #define EV_ChatMessageTo(i, o) \
913 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
914 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
916 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
918 /** return true to just restart the match, for modes that don't support readyrestart */
919 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);