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 after a player's weapon is chosen so it can be overriden here */
35 #define EV_PlayerWeaponSelect(i, o) \
36 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
38 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
40 /** called in reset_map */
41 #define EV_reset_map_global(i, o) \
43 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
45 /** called in reset_map */
46 #define EV_reset_map_players(i, o) \
48 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
50 /** returns 1 if clearing player score shall not be allowed */
51 #define EV_ForbidPlayerScore_Clear(i, o) \
53 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
55 /** called when a player disconnects */
56 #define EV_ClientDisconnect(i, o) \
57 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
59 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
61 /** called when a player dies to e.g. remove stuff he was carrying. */
62 #define EV_PlayerDies(i, o) \
63 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
64 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
65 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
66 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
67 /** damage */ i(float, MUTATOR_ARGV_4_float) \
68 /** damage */ o(float, MUTATOR_ARGV_4_float) \
70 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
72 /** allows overriding the frag centerprint messages */
73 #define EV_FragCenterMessage(i, o) \
74 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
75 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
76 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
77 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
78 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
80 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
82 /** called when a player dies to e.g. remove stuff he was carrying */
83 #define EV_PlayHitsound(i, o) \
84 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
85 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
87 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
89 /** called when a weapon sound is about to be played, allows custom paths etc. */
90 #define EV_WeaponSound(i, o) \
91 /** sound */ i(string, MUTATOR_ARGV_0_string) \
92 /** output */ i(string, MUTATOR_ARGV_1_string) \
93 /**/ o(string, MUTATOR_ARGV_1_string) \
95 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
97 /** called when an item model is about to be set, allows custom paths etc. */
98 #define EV_ItemModel(i, o) \
99 /** model */ i(string, MUTATOR_ARGV_0_string) \
100 /** output */ i(string, MUTATOR_ARGV_1_string) \
101 /**/ o(string, MUTATOR_ARGV_1_string) \
103 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
105 /** called when an item sound is about to be played, allows custom paths etc. */
106 #define EV_ItemSound(i, o) \
107 /** sound */ i(string, MUTATOR_ARGV_0_string) \
108 /** output */ i(string, MUTATOR_ARGV_1_string) \
109 /**/ o(string, MUTATOR_ARGV_1_string) \
111 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
113 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
114 #define EV_GiveFragsForKill(i, o) \
115 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
116 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
117 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
118 /** */ o(float, MUTATOR_ARGV_2_float) \
120 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
122 /** called when the match ends */
123 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
125 /** allows adjusting allowed teams */
126 #define EV_CheckAllowedTeams(i, o) \
127 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
128 /**/ o(float, MUTATOR_ARGV_0_float) \
129 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
130 /**/ o(string, MUTATOR_ARGV_1_string) \
131 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
133 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
135 /** copies variables for spectating "spectatee" to "this" */
136 #define EV_SpectateCopy(i, o) \
137 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
138 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
140 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
142 /** called when formatting a chat message to replace fancy functions */
143 #define EV_FormatMessage(i, o) \
144 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
145 /** escape */ i(string, MUTATOR_ARGV_1_string) \
146 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
147 /**/ o(string, MUTATOR_ARGV_2_string) \
148 /** message */ i(string, MUTATOR_ARGV_3_string) \
150 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
152 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
153 #define EV_PreFormatMessage(i, o) \
154 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
155 /** message */ i(string, MUTATOR_ARGV_1_string) \
156 /**/ o(string, MUTATOR_ARGV_1_string) \
158 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
160 /** returns true if throwing the current weapon shall not be allowed */
161 #define EV_ForbidThrowCurrentWeapon(i, o) \
162 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
163 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
165 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
167 /** returns true if dropping the current weapon shall not be allowed at any time including death */
168 #define EV_ForbidDropCurrentWeapon(i, o) \
169 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
170 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
172 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
175 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
177 /** allows changing attack rate */
178 #define EV_WeaponRateFactor(i, o) \
179 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
180 /**/ o(float, MUTATOR_ARGV_0_float) \
181 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
183 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
185 /** allows changing weapon speed (projectiles mostly) */
186 #define EV_WeaponSpeedFactor(i, o) \
187 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
188 /**/ o(float, MUTATOR_ARGV_0_float) \
189 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
191 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
193 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
194 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
196 /** called every frame. customizes the waypoint for spectators */
197 #define EV_CustomizeWaypoint(i, o) \
198 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
199 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
201 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
204 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
205 * return error to request removal
207 #define EV_FilterItem(i, o) \
208 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
210 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
212 /** return error to request removal */
213 #define EV_TurretSpawn(i, o) \
214 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
216 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
218 /** return error to not attack */
219 #define EV_TurretFire(i, o) \
220 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
222 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
224 /** return error to not attack */
225 #define EV_Turret_CheckFire(i, o) \
226 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
227 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
229 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
231 /** return error to prevent entity spawn, or modify the entity */
232 #define EV_OnEntityPreSpawn(i, o) \
233 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
235 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
237 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
238 #define EV_PlayerPreThink(i, o) \
239 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
241 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
243 /** TODO change this into a general PlayerPostThink hook? */
244 #define EV_GetPressedKeys(i, o) \
245 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
247 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
249 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
250 #define EV_GetCvars(i, o) \
251 /**/ i(float, get_cvars_f) \
252 /**/ i(string, get_cvars_s) \
256 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
258 /** can edit any "just fired" projectile */
259 #define EV_EditProjectile(i, o) \
260 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
261 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
263 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
265 /** called when a monster spawns */
266 #define EV_MonsterSpawn(i, o) \
267 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
269 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
271 /** called when a monster dies */
272 #define EV_MonsterDies(i, o) \
273 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
274 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
275 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
277 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
279 /** called when a monster dies */
280 #define EV_MonsterRemove(i, o) \
281 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
283 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
285 /** called when a monster wants to respawn */
286 #define EV_MonsterRespawn(i, o) \
287 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
289 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
291 /** called when a monster is dropping loot */
292 #define EV_MonsterDropItem(i, o) \
293 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
294 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
295 /**/ o(entity, MUTATOR_ARGV_1_entity) \
296 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
298 .entity monster_loot;
299 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
302 * called when a monster moves
303 * returning true makes the monster stop
305 #define EV_MonsterMove(i, o) \
306 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
307 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
308 /**/ o(float, MUTATOR_ARGV_1_float) \
309 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
310 /**/ o(float, MUTATOR_ARGV_2_float) \
311 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
312 /**/ o(entity, MUTATOR_ARGV_3_entity) \
314 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
316 /** called when a monster looks for another target */
317 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
320 * called when validating a monster's target
322 #define EV_MonsterValidTarget(i, o) \
323 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
324 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
326 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
328 /** called to change a random monster to a miniboss */
329 #define EV_MonsterCheckBossFlag(i, o) \
330 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
332 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
335 * called when a player tries to spawn a monster
336 * return 1 to prevent spawning
337 * NOTE: requires reason if disallowed
339 #define EV_AllowMobSpawning(i, o) \
340 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
341 /** reason */ o(string, MUTATOR_ARGV_1_string) \
343 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
345 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
346 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
347 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
348 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
349 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
350 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
351 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
352 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
353 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
354 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
355 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
356 /** damage */ i(float, MUTATOR_ARGV_7_float) \
358 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
361 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
362 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
364 #define EV_Damage_Calculate(i, o) \
365 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
366 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
367 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
368 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
369 /** damage */ i(float, MUTATOR_ARGV_4_float) \
370 /** damage */ o(float, MUTATOR_ARGV_4_float) \
371 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
372 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
373 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
374 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
376 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
379 * Called when a player is damaged
381 #define EV_PlayerDamaged(i, o) \
382 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
383 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
384 /** health */ i(float, MUTATOR_ARGV_2_float) \
385 /** armor */ i(float, MUTATOR_ARGV_3_float) \
386 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
387 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
388 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
390 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
393 * Called by W_DecreaseAmmo
395 #define EV_W_DecreaseAmmo(i, o) \
396 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
397 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
399 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
404 #define EV_W_Reload(i, o) \
405 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
407 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
409 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
410 #define EV_PlayerPowerups(i, o) \
411 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
412 /** old items */ i(int, MUTATOR_ARGV_1_int) \
414 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
417 * called every player think frame
418 * return 1 to disable regen
420 #define EV_PlayerRegen(i, o) \
421 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
422 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
423 /**/ o(float, MUTATOR_ARGV_1_float) \
424 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
425 /**/ o(float, MUTATOR_ARGV_2_float) \
426 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
427 /**/ o(float, MUTATOR_ARGV_3_float) \
428 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
429 /**/ o(float, MUTATOR_ARGV_4_float) \
430 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
431 /**/ o(float, MUTATOR_ARGV_5_float) \
432 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
433 /**/ o(float, MUTATOR_ARGV_6_float) \
434 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
435 /**/ o(float, MUTATOR_ARGV_7_float) \
436 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
437 /**/ o(float, MUTATOR_ARGV_8_float) \
438 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
439 /**/ o(float, MUTATOR_ARGV_9_float) \
440 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
441 /**/ o(float, MUTATOR_ARGV_10_float) \
443 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
446 * called when the use key is pressed
447 * if MUTATOR_RETURNVALUE is 1, don't do anything
448 * return 1 if the use key actually did something
450 #define EV_PlayerUseKey(i, o) \
451 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
453 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
456 * called when a client command is parsed
457 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
458 * NOTE: return true if you handled the command, return false to continue handling
459 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
461 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
463 * if (MUTATOR_RETURNVALUE) // command was already handled?
465 * if (cmd_name == "echocvar" && cmd_argc >= 2)
467 * print(cvar_string(argv(1)), "\n");
470 * if (cmd_name == "echostring" && cmd_argc >= 2)
472 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
478 #define EV_SV_ParseClientCommand(i, o) \
479 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
480 /** command name */ i(string, MUTATOR_ARGV_1_string) \
481 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
482 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
484 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
486 /** please read EV_SV_ParseClientCommand description before using */
487 #define EV_SV_ParseServerCommand(i, o) \
488 /** command name */ i(string, MUTATOR_ARGV_0_string) \
489 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
490 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
492 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
495 * called when a spawnpoint is being evaluated
496 * return 1 to make the spawnpoint unusable
498 #define EV_Spawn_Score(i, o) \
499 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
500 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
501 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
502 /**/ o(vector, MUTATOR_ARGV_2_vector) \
504 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
506 /** runs globally each server frame */
507 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
509 #define EV_SetModname(i, o) \
510 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
511 /**/ i(string, MUTATOR_ARGV_0_string) \
512 /**/ o(string, MUTATOR_ARGV_0_string) \
514 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
517 * called for each item being spawned on a map, including dropped weapons
518 * return 1 to remove an item
520 #define EV_Item_Spawn(i, o) \
521 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
523 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
525 #define EV_SetWeaponreplace(i, o) \
526 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
527 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
528 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
529 /**/ o(string, MUTATOR_ARGV_2_string) \
531 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
533 /** called when an item is about to respawn */
534 #define EV_Item_RespawnCountdown(i, o) \
535 /** item name */ i(string, MUTATOR_ARGV_0_string) \
536 /**/ o(string, MUTATOR_ARGV_0_string) \
537 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
538 /**/ o(vector, MUTATOR_ARGV_1_vector) \
540 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
542 /** called when a bot checks a target to attack */
543 #define EV_BotShouldAttack(i, o) \
544 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
545 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
547 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
550 * called whenever a player goes through a portal gun teleport
551 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
553 #define EV_PortalTeleport(i, o) \
554 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
556 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
559 * called whenever a player uses impulse 33 (help me) in impulse.qc
560 * normally help me ping uses .waypointsprite_attachedforcarrier,
561 * but if your mutator uses something different then you can handle it
562 * in a special manner using this hook
564 #define EV_HelpMePing(i, o) \
565 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
567 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
570 * called when a vehicle initializes
571 * return true to remove the vehicle
573 #define EV_VehicleInit(i, o) \
574 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
576 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
579 * called when a player enters a vehicle
580 * allows mutators to set special settings in this event
582 #define EV_VehicleEnter(i, o) \
583 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
584 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
586 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
589 * called when a player touches a vehicle
590 * return true to stop player from entering the vehicle
592 #define EV_VehicleTouch(i, o) \
593 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
594 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
596 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
599 * called when a player exits a vehicle
600 * allows mutators to set special settings in this event
602 #define EV_VehicleExit(i, o) \
603 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
604 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
606 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
608 /** called when a speedrun is aborted and the player is teleported back to start position */
609 #define EV_AbortSpeedrun(i, o) \
610 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
612 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
614 /** called at when a item is touched. Called early, can edit item properties. */
615 #define EV_ItemTouch(i, o) \
616 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
617 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
618 /**/ o(entity, MUTATOR_ARGV_1_entity) \
620 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
623 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
624 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
625 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
628 /** called at when a player connect */
629 #define EV_ClientConnect(i, o) \
630 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
632 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
634 #define EV_HavocBot_ChooseRole(i, o) \
635 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
637 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
639 /** called when a target is checked for accuracy */
640 #define EV_AccuracyTargetValid(i, o) \
641 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
642 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
644 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
646 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
647 MUT_ACCADD_INVALID, // return this flag to make the function always continue
648 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
651 /** Called when clearing the global parameters for a model */
652 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
654 /** Called when getting the global parameters for a model */
655 #define EV_GetModelParams(i, o) \
656 /** input */ i(string, MUTATOR_ARGV_0_string) \
657 /** command */ i(string, MUTATOR_ARGV_1_string) \
659 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
661 /** called when a bullet has hit a target */
662 #define EV_FireBullet_Hit(i, o) \
663 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
664 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
665 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
666 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
667 /** damage */ i(float, MUTATOR_ARGV_4_float) \
668 /**/ o(float, MUTATOR_ARGV_4_float) \
669 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
671 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
673 #define EV_FixPlayermodel(i, o) \
674 /** model */ i(string, MUTATOR_ARGV_0_string) \
675 /**/ o(string, MUTATOR_ARGV_0_string) \
676 /** skin */ i(int, MUTATOR_ARGV_1_int) \
677 /**/ o(int, MUTATOR_ARGV_1_int) \
678 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
680 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
682 /** Return error to play frag remaining announcements */
683 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
685 #define EV_GrappleHookThink(i, o) \
686 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
687 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
688 /**/ o(int, MUTATOR_ARGV_1_int) \
689 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
690 /**/ o(entity, MUTATOR_ARGV_2_entity) \
691 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
692 /**/ o(float, MUTATOR_ARGV_3_float) \
694 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
696 #define EV_BuffModel_Customize(i, o) \
697 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
698 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
700 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
702 /** called at when a buff is touched. Called early, can edit buff properties. */
703 #define EV_BuffTouch(i, o) \
704 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
705 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
706 /**/ o(entity, MUTATOR_ARGV_1_entity) \
708 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
710 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
712 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
714 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
716 #define EV_GetRecords(i, o) \
717 /** page */ i(int, MUTATOR_ARGV_0_int) \
718 /** record list */ i(string, MUTATOR_ARGV_1_string) \
719 /**/ o(string, MUTATOR_ARGV_1_string) \
721 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
723 #define EV_Race_FinalCheckpoint(i, o) \
724 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
726 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
728 /** called when player triggered kill (or is changing teams), return error to not do anything */
729 #define EV_ClientKill(i, o) \
730 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
731 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
732 /**/ o(float, MUTATOR_ARGV_1_float) \
734 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
736 #define EV_FixClientCvars(i, o) \
737 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
739 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
741 #define EV_SpectateSet(i, o) \
742 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
743 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
744 /**/ o(entity, MUTATOR_ARGV_1_entity) \
746 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
748 #define EV_SpectateNext(i, o) \
749 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
750 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
751 /**/ o(entity, MUTATOR_ARGV_1_entity) \
753 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
755 #define EV_SpectatePrev(i, o) \
756 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
757 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
758 /**/ o(entity, MUTATOR_ARGV_1_entity) \
759 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
761 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
764 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
765 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
766 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
769 /** called when player triggered kill (or is changing teams), return error to not do anything */
770 #define EV_Bot_FixCount(i, o) \
771 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
772 /**/ o(int, MUTATOR_ARGV_0_int) \
773 /** real players */ i(int, MUTATOR_ARGV_1_int) \
774 /**/ o(int, MUTATOR_ARGV_1_int) \
776 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
778 #define EV_ClientCommand_Spectate(i, o) \
779 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
781 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
784 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
785 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
786 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
789 #define EV_CheckRules_World(i, o) \
790 /** status */ i(float, MUTATOR_ARGV_0_float) \
791 /**/ o(float, MUTATOR_ARGV_0_float) \
792 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
793 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
795 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
797 #define EV_WantWeapon(i, o) \
798 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
799 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
800 /**/ o(float, MUTATOR_ARGV_1_float) \
801 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
802 /**/ o(bool, MUTATOR_ARGV_2_bool) \
803 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
804 /**/ o(bool, MUTATOR_ARGV_3_bool) \
806 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
808 #define EV_AddPlayerScore(i, o) \
809 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
810 /** score */ i(float, MUTATOR_ARGV_1_float) \
811 /**/ o(float, MUTATOR_ARGV_1_float) \
812 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
814 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
816 #define EV_GetPlayerStatus(i, o) \
817 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
819 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
821 #define EV_SetWeaponArena(i, o) \
822 /** arena */ i(string, MUTATOR_ARGV_0_string) \
823 /**/ o(string, MUTATOR_ARGV_0_string) \
825 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
827 #define EV_DropSpecialItems(i, o) \
828 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
830 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
833 * called when an admin tries to kill all monsters
834 * return 1 to prevent spawning
836 #define EV_AllowMobButcher(i, o) \
837 /** reason */ o(string, MUTATOR_ARGV_0_string) \
839 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
841 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
843 #define EV_SendWaypoint(i, o) \
844 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
845 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
846 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
847 /**/ o(int, MUTATOR_ARGV_2_int) \
848 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
849 /**/ o(int, MUTATOR_ARGV_3_int) \
851 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
853 #define EV_TurretValidateTarget(i, o) \
854 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
855 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
856 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
857 /** target score */ o(float, MUTATOR_ARGV_3_float) \
859 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
861 #define EV_TurretThink(i, o) \
862 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
864 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
866 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
869 #define EV_PrepareExplosionByDamage(i, o) \
870 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
871 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
873 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
875 /** called when a monster model is about to be set, allows custom paths etc. */
876 #define EV_MonsterModel(i, o) \
877 /** model */ i(string, MUTATOR_ARGV_0_string) \
878 /** output */ i(string, MUTATOR_ARGV_1_string) \
879 /**/ o(string, MUTATOR_ARGV_1_string) \
881 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
884 #define EV_Player_ChangeTeam(i, o) \
885 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
886 /** current team */ i(float, MUTATOR_ARGV_1_float) \
887 /** new team */ i(float, MUTATOR_ARGV_2_float) \
889 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
892 #define EV_URI_GetCallback(i, o) \
893 /** id */ i(float, MUTATOR_ARGV_0_float) \
894 /** status */ i(float, MUTATOR_ARGV_1_float) \
895 /** data */ i(string, MUTATOR_ARGV_2_string) \
897 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
900 * return true to prevent weapon use for a player
902 #define EV_ForbidWeaponUse(i, o) \
903 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
905 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
907 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
908 #define EV_CopyBody(i, o) \
909 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
910 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
911 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
913 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
915 /** called when sending a chat message, ret argument can be changed to prevent the message */
916 #define EV_ChatMessage(i, o) \
917 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
918 /** ret */ i(int, MUTATOR_ARGV_1_int) \
919 /**/ o(int, MUTATOR_ARGV_1_int) \
921 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
923 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
924 #define EV_ChatMessageTo(i, o) \
925 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
926 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
928 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
930 /** return true to just restart the match, for modes that don't support readyrestart */
931 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
933 /** called when a fusion reactor is validating its target */
934 #define EV_FusionReactor_ValidTarget(i, o) \
935 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
936 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
938 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
941 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
942 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
943 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
946 /** return true to hide the 'teamnumbers are imbalanced' message */
947 #define EV_HideTeamNagger(i, o) \
948 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
950 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);