3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 // to use a hook, first register your mutator using REGISTER_MUTATOR
8 // then create your function using MUTATOR_HOOKFUNCTION
10 /** called when a player becomes observer, after shared setup */
11 #define EV_MakePlayerObserver(i, o) \
12 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
14 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
17 #define EV_PutClientInServer(i, o) \
18 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
20 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
23 * return true to prevent a spectator/observer to spawn as player
25 #define EV_ForbidSpawn(i, o) \
26 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
28 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
30 /** returns true if client should be put as player on connection */
31 #define EV_AutoJoinOnConnection(i, o) \
32 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
34 MUTATOR_HOOKABLE(AutoJoinOnConnection, EV_AutoJoinOnConnection);
36 /** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
37 #define EV_ForbidRandomStartWeapons(i, o) \
38 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
40 MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
42 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
43 #define EV_PlayerSpawn(i, o) \
44 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
45 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
47 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
49 /** called after a player's weapon is chosen so it can be overriden here */
50 #define EV_PlayerWeaponSelect(i, o) \
51 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
53 MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect);
55 /** called in reset_map */
56 #define EV_reset_map_global(i, o) \
58 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
60 /** called in reset_map */
61 #define EV_reset_map_players(i, o) \
63 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
65 /** returns 1 if clearing player score shall not be allowed */
66 #define EV_ForbidPlayerScore_Clear(i, o) \
68 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
70 /** called when a player disconnects */
71 #define EV_ClientDisconnect(i, o) \
72 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
74 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
76 /** called when a player dies to e.g. remove stuff he was carrying. */
77 #define EV_PlayerDies(i, o) \
78 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
79 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
80 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
81 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
82 /** damage */ i(float, MUTATOR_ARGV_4_float) \
83 /** damage */ o(float, MUTATOR_ARGV_4_float) \
85 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
87 /** called after a player died. */
88 #define EV_PlayerDied(i, o) \
89 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
91 MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
93 /** allows overriding the frag centerprint messages */
94 #define EV_FragCenterMessage(i, o) \
95 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
96 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
97 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
98 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
99 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
101 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
103 /** called when a player dies to e.g. remove stuff he was carrying */
104 #define EV_PlayHitsound(i, o) \
105 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
106 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
108 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
110 /** called when an item model is about to be set, allows custom paths etc. */
111 #define EV_ItemModel(i, o) \
112 /** model */ i(string, MUTATOR_ARGV_0_string) \
113 /** output */ i(string, MUTATOR_ARGV_1_string) \
114 /**/ o(string, MUTATOR_ARGV_1_string) \
116 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
118 /** called when an item sound is about to be played, allows custom paths etc. */
119 #define EV_ItemSound(i, o) \
120 /** sound */ i(string, MUTATOR_ARGV_0_string) \
121 /** output */ i(string, MUTATOR_ARGV_1_string) \
122 /**/ o(string, MUTATOR_ARGV_1_string) \
124 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
126 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
127 #define EV_GiveFragsForKill(i, o) \
128 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
129 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
130 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
131 /** */ o(float, MUTATOR_ARGV_2_float) \
132 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
133 /** wep entity */ i(entity, MUTATOR_ARGV_4_entity) \
135 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
137 /** called when the match ends */
138 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
140 /** Allows adjusting allowed teams. Return true to use the bitmask value and set
141 * non-empty string to use team entity name. Both behaviors can be active at the
142 * same time and will stack allowed teams.
144 #define EV_TeamBalance_CheckAllowedTeams(i, o) \
145 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
146 /**/ o(float, MUTATOR_ARGV_0_float) \
147 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
148 /**/ o(string, MUTATOR_ARGV_1_string) \
149 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
151 MUTATOR_HOOKABLE(TeamBalance_CheckAllowedTeams,
152 EV_TeamBalance_CheckAllowedTeams);
154 /** return true to manually override team counts */
155 MUTATOR_HOOKABLE(TeamBalance_GetTeamCounts, EV_NO_ARGS);
157 /** allows overriding of team counts */
158 #define EV_TeamBalance_GetTeamCount(i, o) \
159 /** team index to count */ i(float, MUTATOR_ARGV_0_float) \
160 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
161 /** number of players in a team */ o(float, MUTATOR_ARGV_2_float) \
162 /** number of bots in a team */ o(float, MUTATOR_ARGV_3_float) \
164 MUTATOR_HOOKABLE(TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount);
166 /** allows overriding the teams that will make the game most balanced if the
167 * player joins any of them.
169 #define EV_TeamBalance_FindBestTeams(i, o) \
170 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
171 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
173 MUTATOR_HOOKABLE(TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams);
175 /** Called during autobalance. Return true to override the player that will be
177 #define EV_TeamBalance_GetPlayerForTeamSwitch(i, o) \
178 /** source team index */ i(int, MUTATOR_ARGV_0_int) \
179 /** destination team index */ i(int, MUTATOR_ARGV_1_int) \
180 /** is looking for bot */ i(bool, MUTATOR_ARGV_2_bool) \
181 /** player to switch */ o(entity, MUTATOR_ARGV_3_entity) \
183 MUTATOR_HOOKABLE(TeamBalance_GetPlayerForTeamSwitch,
184 EV_TeamBalance_GetPlayerForTeamSwitch);
186 /** copies variables for spectating "spectatee" to "this" */
187 #define EV_SpectateCopy(i, o) \
188 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
189 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
191 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
193 /** called when formatting a chat message to replace fancy functions */
194 #define EV_FormatMessage(i, o) \
195 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
196 /** escape */ i(string, MUTATOR_ARGV_1_string) \
197 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
198 /**/ o(string, MUTATOR_ARGV_2_string) \
199 /** message */ i(string, MUTATOR_ARGV_3_string) \
201 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
203 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
204 #define EV_PreFormatMessage(i, o) \
205 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
206 /** message */ i(string, MUTATOR_ARGV_1_string) \
207 /**/ o(string, MUTATOR_ARGV_1_string) \
209 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
211 /** returns true if throwing the current weapon shall not be allowed */
212 #define EV_ForbidThrowCurrentWeapon(i, o) \
213 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
214 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
216 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
218 /** returns true if dropping the current weapon shall not be allowed at any time including death */
219 #define EV_ForbidDropCurrentWeapon(i, o) \
220 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
221 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
223 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
226 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
228 /** allows changing attack rate */
229 #define EV_WeaponRateFactor(i, o) \
230 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
231 /**/ o(float, MUTATOR_ARGV_0_float) \
232 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
234 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
236 /** allows changing weapon speed (projectiles mostly) */
237 #define EV_WeaponSpeedFactor(i, o) \
238 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
239 /**/ o(float, MUTATOR_ARGV_0_float) \
240 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
242 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
244 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
245 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
247 /** called every frame. customizes the waypoint for spectators */
248 #define EV_CustomizeWaypoint(i, o) \
249 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
250 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
252 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
254 /** Check if items having the given definition are allowed to spawn.
255 * Return true to disallow spawning.
257 #define EV_FilterItemDefinition(i, o) \
258 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
260 MUTATOR_HOOKABLE(FilterItemDefinition, EV_FilterItemDefinition);
263 * checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields)
264 * return error to request removal
266 #define EV_FilterItem(i, o) \
267 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
269 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
271 /** return error to request removal */
272 #define EV_TurretSpawn(i, o) \
273 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
275 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
277 /** return error to not attack */
278 #define EV_TurretFire(i, o) \
279 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
281 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
283 /** return error to not attack */
284 #define EV_Turret_CheckFire(i, o) \
285 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
286 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
288 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
290 /** return error to prevent entity spawn, or modify the entity */
291 #define EV_OnEntityPreSpawn(i, o) \
292 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
294 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
296 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
297 #define EV_PlayerPreThink(i, o) \
298 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
300 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
302 /** TODO change this into a general PlayerPostThink hook? */
303 #define EV_GetPressedKeys(i, o) \
304 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
306 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
308 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
309 #define EV_GetCvars(i, o) \
310 /**/ i(float, get_cvars_f) \
311 /**/ i(string, get_cvars_s) \
315 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
317 /** can edit any "just fired" projectile */
318 #define EV_EditProjectile(i, o) \
319 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
320 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
322 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
324 /** called when a monster spawns */
325 #define EV_MonsterSpawn(i, o) \
326 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
328 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
330 /** called when a monster dies */
331 #define EV_MonsterDies(i, o) \
332 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
333 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
334 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
336 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
338 /** called when a monster dies */
339 #define EV_MonsterRemove(i, o) \
340 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
342 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
344 /** called when a monster wants to respawn */
345 #define EV_MonsterRespawn(i, o) \
346 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
348 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
350 /** called when a monster is dropping loot */
351 #define EV_MonsterDropItem(i, o) \
352 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
353 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
354 /**/ o(entity, MUTATOR_ARGV_1_entity) \
355 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
357 .entity monster_loot;
358 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
361 * called when a monster moves
362 * returning true makes the monster stop
364 #define EV_MonsterMove(i, o) \
365 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
366 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
367 /**/ o(float, MUTATOR_ARGV_1_float) \
368 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
369 /**/ o(float, MUTATOR_ARGV_2_float) \
370 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
371 /**/ o(entity, MUTATOR_ARGV_3_entity) \
373 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
375 /** called when a monster looks for another target */
376 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
379 * called when validating a monster's target
381 #define EV_MonsterValidTarget(i, o) \
382 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
383 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
385 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
387 /** called to change a random monster to a miniboss */
388 #define EV_MonsterCheckBossFlag(i, o) \
389 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
391 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
394 * called when a player tries to spawn a monster
395 * return 1 to prevent spawning
396 * NOTE: requires reason if disallowed
398 #define EV_AllowMobSpawning(i, o) \
399 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
400 /** reason */ o(string, MUTATOR_ARGV_1_string) \
402 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
404 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
405 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
406 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
407 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
408 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
409 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
410 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
411 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
412 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
413 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
414 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
415 /** damage */ i(float, MUTATOR_ARGV_7_float) \
417 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
420 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
421 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
423 #define EV_Damage_Calculate(i, o) \
424 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
425 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
426 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
427 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
428 /** damage */ i(float, MUTATOR_ARGV_4_float) \
429 /** damage */ o(float, MUTATOR_ARGV_4_float) \
430 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
431 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
432 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
433 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
434 /** weapon entity */ i(entity, MUTATOR_ARGV_7_entity) \
436 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
439 * Called when a player is damaged
441 #define EV_PlayerDamaged(i, o) \
442 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
443 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
444 /** health */ i(float, MUTATOR_ARGV_2_float) \
445 /** armor */ i(float, MUTATOR_ARGV_3_float) \
446 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
447 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
448 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
450 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
453 * Called by W_DecreaseAmmo
455 #define EV_W_DecreaseAmmo(i, o) \
456 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
457 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
458 /** ammo to take */ i(float, MUTATOR_ARGV_2_float) \
459 /**/ o(float, MUTATOR_ARGV_2_float) \
461 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
466 #define EV_W_Reload(i, o) \
467 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
469 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
471 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
472 #define EV_PlayerPowerups(i, o) \
473 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
474 /** old items */ i(int, MUTATOR_ARGV_1_int) \
476 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
479 * called every player think frame
480 * return 1 to disable regen
482 #define EV_PlayerRegen(i, o) \
483 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
484 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
485 /**/ o(float, MUTATOR_ARGV_1_float) \
486 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
487 /**/ o(float, MUTATOR_ARGV_2_float) \
488 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
489 /**/ o(float, MUTATOR_ARGV_3_float) \
490 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
491 /**/ o(float, MUTATOR_ARGV_4_float) \
492 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
493 /**/ o(float, MUTATOR_ARGV_5_float) \
494 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
495 /**/ o(float, MUTATOR_ARGV_6_float) \
496 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
497 /**/ o(float, MUTATOR_ARGV_7_float) \
498 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
499 /**/ o(float, MUTATOR_ARGV_8_float) \
500 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
501 /**/ o(float, MUTATOR_ARGV_9_float) \
502 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
503 /**/ o(float, MUTATOR_ARGV_10_float) \
505 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
508 * called when the use key is pressed
509 * if MUTATOR_RETURNVALUE is 1, don't do anything
510 * return 1 if the use key actually did something
512 #define EV_PlayerUseKey(i, o) \
513 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
515 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
518 * called when a client command is parsed
519 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
520 * NOTE: return true if you handled the command, return false to continue handling
521 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
523 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
525 * if (MUTATOR_RETURNVALUE) // command was already handled?
527 * if (cmd_name == "echocvar" && cmd_argc >= 2)
529 * print(cvar_string(argv(1)), "\n");
532 * if (cmd_name == "echostring" && cmd_argc >= 2)
534 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
540 #define EV_SV_ParseClientCommand(i, o) \
541 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
542 /** command name */ i(string, MUTATOR_ARGV_1_string) \
543 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
544 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
546 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
548 /** please read EV_SV_ParseClientCommand description before using */
549 #define EV_SV_ParseServerCommand(i, o) \
550 /** command name */ i(string, MUTATOR_ARGV_0_string) \
551 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
552 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
554 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
557 * called when a spawnpoint is being evaluated
558 * return 1 to make the spawnpoint unusable
560 #define EV_Spawn_Score(i, o) \
561 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
562 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
563 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
564 /**/ o(vector, MUTATOR_ARGV_2_vector) \
566 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
568 /** runs globally each server frame */
569 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
571 #define EV_SetModname(i, o) \
572 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
573 /**/ i(string, MUTATOR_ARGV_0_string) \
574 /**/ o(string, MUTATOR_ARGV_0_string) \
576 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
579 * called for each item being spawned on a map, including dropped weapons
580 * return 1 to remove an item
582 #define EV_Item_Spawn(i, o) \
583 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
585 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
587 #define EV_SetWeaponreplace(i, o) \
588 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
589 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
590 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
591 /**/ o(string, MUTATOR_ARGV_2_string) \
593 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
595 /** called when an item is about to respawn */
596 #define EV_Item_RespawnCountdown(i, o) \
597 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
599 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
601 /** called when a bot checks a target to attack */
602 #define EV_BotShouldAttack(i, o) \
603 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
604 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
606 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
609 * called whenever a player goes through a portal gun teleport
610 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
612 #define EV_PortalTeleport(i, o) \
613 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
615 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
618 * called whenever a player uses impulse 33 (help me) in impulse.qc
619 * normally help me ping uses .waypointsprite_attachedforcarrier,
620 * but if your mutator uses something different then you can handle it
621 * in a special manner using this hook
623 #define EV_HelpMePing(i, o) \
624 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
626 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
629 * called when a vehicle initializes
630 * return true to remove the vehicle
632 #define EV_VehicleInit(i, o) \
633 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
635 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
638 * called when a player enters a vehicle
639 * allows mutators to set special settings in this event
641 #define EV_VehicleEnter(i, o) \
642 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
643 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
645 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
648 * called when a player touches a vehicle
649 * return true to stop player from entering the vehicle
651 #define EV_VehicleTouch(i, o) \
652 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
653 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
655 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
658 * called when a player exits a vehicle
659 * allows mutators to set special settings in this event
661 #define EV_VehicleExit(i, o) \
662 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
663 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
665 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
667 /** called when a speedrun is aborted and the player is teleported back to start position */
668 #define EV_AbortSpeedrun(i, o) \
669 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
671 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
673 /** called at when a item is touched. Called early, can edit item properties. */
674 #define EV_ItemTouch(i, o) \
675 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
676 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
677 /**/ o(entity, MUTATOR_ARGV_1_entity) \
679 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
682 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
683 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
684 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
687 /** called after the item has been touched. */
688 #define EV_ItemTouched(i, o) \
689 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
690 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
692 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
694 /** Called when the amount of entity resources changes. Can be used to override
696 #define EV_GetResourceLimit(i, o) \
697 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
698 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
699 /** limit */ i(float, MUTATOR_ARGV_2_float) \
700 /**/ o(float, MUTATOR_ARGV_2_float) \
702 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
704 /** Called when the amount of resource of an entity changes. See RES_*
705 constants for resource types. Return true to forbid the change. */
706 #define EV_SetResource(i, o) \
707 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
708 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
709 /**/ o(int, MUTATOR_ARGV_1_int) \
710 /** amount */ i(float, MUTATOR_ARGV_2_float) \
711 /**/ o(float, MUTATOR_ARGV_2_float) \
713 MUTATOR_HOOKABLE(SetResource, EV_SetResource);
715 /** Called after the amount of resource of an entity has changed. See RES_*
716 constants for resource types. Amount wasted is the amount of resource that is
717 above resource limit so it was not given. */
718 #define EV_ResourceAmountChanged(i, o) \
719 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
720 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
721 /** amount */ i(float, MUTATOR_ARGV_2_float) \
723 MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
725 /** Called when there was an attempt to set entity resources higher than their
726 limit. See RES_* constants for resource types. Amount wasted is the amount
727 of resource that is above resource limit so it was not given. */
728 #define EV_ResourceWasted(i, o) \
729 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
730 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
731 /** amount wasted */ i(float, MUTATOR_ARGV_2_float) \
733 MUTATOR_HOOKABLE(ResourceWasted, EV_ResourceWasted);
735 /** Called when entity is being given some resource. See RES_* constants
736 for resource types. Return true to forbid giving.
737 NOTE: This hook is also called by GiveResourceWithLimit */
738 #define EV_GiveResource(i, o) \
739 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
740 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
741 /**/ o(int, MUTATOR_ARGV_1_int) \
742 /** amount */ i(float, MUTATOR_ARGV_2_float) \
743 /**/ o(float, MUTATOR_ARGV_2_float) \
745 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
747 /** Called when entity is being given some resource with specified limit. See
748 RES_* constants for resource types. Return true to forbid giving. */
749 #define EV_GiveResourceWithLimit(i, o) \
750 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
751 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
752 /**/ o(int, MUTATOR_ARGV_1_int) \
753 /** amount */ i(float, MUTATOR_ARGV_2_float) \
754 /**/ o(float, MUTATOR_ARGV_2_float) \
755 /** limit */ i(float, MUTATOR_ARGV_3_float) \
756 /**/ o(float, MUTATOR_ARGV_3_float) \
758 MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
760 /** Called when some resource is being taken from an entity. See RES_* constants
761 for resource types. Return true to forbid giving.
762 NOTE: This hook is also called by TakeResourceWithLimit */
763 #define EV_TakeResource(i, o) \
764 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
765 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
766 /**/ o(int, MUTATOR_ARGV_1_int) \
767 /** amount */ i(float, MUTATOR_ARGV_2_float) \
768 /**/ o(float, MUTATOR_ARGV_2_float) \
770 MUTATOR_HOOKABLE(TakeResource, EV_TakeResource);
772 /** Called when some resource is being taken from an entity, with a limit. See
773 RES_* constants for resource types. Return true to forbid giving. */
774 #define EV_TakeResourceWithLimit(i, o) \
775 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
776 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
777 /**/ o(int, MUTATOR_ARGV_1_int) \
778 /** amount */ i(float, MUTATOR_ARGV_2_float) \
779 /**/ o(float, MUTATOR_ARGV_2_float) \
780 /** limit */ i(float, MUTATOR_ARGV_3_float) \
781 /**/ o(float, MUTATOR_ARGV_3_float) \
783 MUTATOR_HOOKABLE(TakeResourceWithLimit, EV_TakeResourceWithLimit);
785 /** called at when a player connect */
786 #define EV_ClientConnect(i, o) \
787 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
789 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
791 #define EV_HavocBot_ChooseRole(i, o) \
792 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
794 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
796 /** called when a target is checked for accuracy */
797 #define EV_AccuracyTargetValid(i, o) \
798 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
799 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
801 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
803 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
804 MUT_ACCADD_INVALID, // return this flag to make the function always continue
805 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
808 /** Called when clearing the global parameters for a model */
809 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
811 /** Called when getting the global parameters for a model */
812 #define EV_GetModelParams(i, o) \
813 /** input */ i(string, MUTATOR_ARGV_0_string) \
814 /** command */ i(string, MUTATOR_ARGV_1_string) \
816 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
818 /** called when a bullet has hit a target */
819 #define EV_FireBullet_Hit(i, o) \
820 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
821 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
822 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
823 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
824 /** damage */ i(float, MUTATOR_ARGV_4_float) \
825 /**/ o(float, MUTATOR_ARGV_4_float) \
826 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
828 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
830 #define EV_FixPlayermodel(i, o) \
831 /** model */ i(string, MUTATOR_ARGV_0_string) \
832 /**/ o(string, MUTATOR_ARGV_0_string) \
833 /** skin */ i(int, MUTATOR_ARGV_1_int) \
834 /**/ o(int, MUTATOR_ARGV_1_int) \
835 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
837 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
839 /** Return error to play frag remaining announcements */
840 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
842 #define EV_GrappleHookThink(i, o) \
843 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
844 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
845 /**/ o(int, MUTATOR_ARGV_1_int) \
846 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
847 /**/ o(entity, MUTATOR_ARGV_2_entity) \
848 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
849 /**/ o(float, MUTATOR_ARGV_3_float) \
851 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
853 #define EV_BuffModel_Customize(i, o) \
854 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
855 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
857 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
859 /** called at when a buff is touched. Called early, can edit buff properties. */
860 #define EV_BuffTouch(i, o) \
861 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
862 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
863 /**/ o(entity, MUTATOR_ARGV_1_entity) \
865 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
867 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
869 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
871 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
873 #define EV_GetRecords(i, o) \
874 /** page */ i(int, MUTATOR_ARGV_0_int) \
875 /** record list */ i(string, MUTATOR_ARGV_1_string) \
876 /**/ o(string, MUTATOR_ARGV_1_string) \
878 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
880 #define EV_Race_FinalCheckpoint(i, o) \
881 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
883 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
885 /** called when player triggered kill (or is changing teams), return error to not do anything */
886 #define EV_ClientKill(i, o) \
887 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
888 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
889 /**/ o(float, MUTATOR_ARGV_1_float) \
891 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
893 /** called when player is about to be killed during kill command or changing teams */
894 #define EV_ClientKill_Now(i, o) \
895 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
897 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
899 #define EV_FixClientCvars(i, o) \
900 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
902 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
904 #define EV_SpectateSet(i, o) \
905 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
906 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
907 /**/ o(entity, MUTATOR_ARGV_1_entity) \
909 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
911 #define EV_SpectateNext(i, o) \
912 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
913 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
914 /**/ o(entity, MUTATOR_ARGV_1_entity) \
916 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
918 #define EV_SpectatePrev(i, o) \
919 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
920 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
921 /**/ o(entity, MUTATOR_ARGV_1_entity) \
922 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
924 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
927 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
928 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
929 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
932 /** called when player triggered kill (or is changing teams), return error to not do anything */
933 #define EV_Bot_FixCount(i, o) \
934 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
935 /**/ o(int, MUTATOR_ARGV_0_int) \
936 /** real players */ i(int, MUTATOR_ARGV_1_int) \
937 /**/ o(int, MUTATOR_ARGV_1_int) \
939 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
941 #define EV_ClientCommand_Spectate(i, o) \
942 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
944 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
947 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
948 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
949 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
952 #define EV_CheckRules_World(i, o) \
953 /** status */ i(float, MUTATOR_ARGV_0_float) \
954 /**/ o(float, MUTATOR_ARGV_0_float) \
955 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
956 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
958 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
960 #define EV_WantWeapon(i, o) \
961 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
962 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
963 /**/ o(float, MUTATOR_ARGV_1_float) \
964 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
965 /**/ o(bool, MUTATOR_ARGV_2_bool) \
966 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
967 /**/ o(bool, MUTATOR_ARGV_3_bool) \
969 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
971 #define EV_AddPlayerScore(i, o) \
972 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
973 /** score */ i(float, MUTATOR_ARGV_1_float) \
974 /**/ o(float, MUTATOR_ARGV_1_float) \
975 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
977 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
979 #define EV_AddedPlayerScore(i, o) \
980 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
981 /** score */ i(float, MUTATOR_ARGV_1_float) \
982 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
984 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
986 #define EV_GetPlayerStatus(i, o) \
987 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
989 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
991 #define EV_SetWeaponArena(i, o) \
992 /** arena */ i(string, MUTATOR_ARGV_0_string) \
993 /**/ o(string, MUTATOR_ARGV_0_string) \
995 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
997 #define EV_DropSpecialItems(i, o) \
998 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
1000 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
1003 * called when an admin tries to kill all monsters
1004 * return 1 to prevent spawning
1006 #define EV_AllowMobButcher(i, o) \
1007 /** reason */ o(string, MUTATOR_ARGV_0_string) \
1009 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
1011 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
1013 #define EV_SendWaypoint(i, o) \
1014 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
1015 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
1016 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
1017 /**/ o(int, MUTATOR_ARGV_2_int) \
1018 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
1019 /**/ o(int, MUTATOR_ARGV_3_int) \
1021 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
1023 #define EV_TurretValidateTarget(i, o) \
1024 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1025 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1026 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
1027 /** target score */ o(float, MUTATOR_ARGV_3_float) \
1029 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
1031 #define EV_TurretThink(i, o) \
1032 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1034 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
1036 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
1039 #define EV_PrepareExplosionByDamage(i, o) \
1040 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
1041 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
1043 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
1045 /** called when a monster model is about to be set, allows custom paths etc. */
1046 #define EV_MonsterModel(i, o) \
1047 /** model */ i(string, MUTATOR_ARGV_0_string) \
1048 /** output */ i(string, MUTATOR_ARGV_1_string) \
1049 /**/ o(string, MUTATOR_ARGV_1_string) \
1051 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
1054 * Called before player changes their team. Return true to block team change.
1056 #define EV_Player_ChangeTeam(i, o) \
1057 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1058 /** current team index */ i(float, MUTATOR_ARGV_1_float) \
1059 /** new team index */ i(float, MUTATOR_ARGV_2_float) \
1061 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
1064 * Called after player has changed their team.
1066 #define EV_Player_ChangedTeam(i, o) \
1067 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1068 /** old team index */ i(float, MUTATOR_ARGV_1_float) \
1069 /** current team index */ i(float, MUTATOR_ARGV_2_float) \
1071 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
1074 * Called when player is about to be killed when changing teams. Return true to block killing.
1076 #define EV_Player_ChangeTeamKill(i, o) \
1077 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1079 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
1082 #define EV_URI_GetCallback(i, o) \
1083 /** id */ i(float, MUTATOR_ARGV_0_float) \
1084 /** status */ i(float, MUTATOR_ARGV_1_float) \
1085 /** data */ i(string, MUTATOR_ARGV_2_string) \
1087 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1090 * return true to lock weapon (can't be used nor changed) for a player
1092 #define EV_LockWeapon(i, o) \
1093 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1095 MUTATOR_HOOKABLE(LockWeapon, EV_LockWeapon);
1098 * return true to prevent weapon use for a player
1100 #define EV_ForbidWeaponUse(i, o) \
1101 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1103 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1105 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1106 #define EV_CopyBody(i, o) \
1107 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1108 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1109 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1111 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1113 /** called when sending a chat message, ret argument can be changed to prevent the message */
1114 #define EV_ChatMessage(i, o) \
1115 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1116 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1117 /**/ o(int, MUTATOR_ARGV_1_int) \
1119 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1121 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1122 #define EV_ChatMessageTo(i, o) \
1123 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1124 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1126 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1128 /** return true to just restart the match, for modes that don't support readyrestart */
1129 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1131 /** called when a fusion reactor is validating its target */
1132 #define EV_FusionReactor_ValidTarget(i, o) \
1133 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1134 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1136 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1139 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1140 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1141 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1144 /** return true to hide the 'teamnumbers are imbalanced' message */
1145 #define EV_HideTeamNagger(i, o) \
1146 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1148 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1150 /** return true to show a waypoint while the item is spawning */
1151 #define EV_Item_ScheduleRespawn(i, o) \
1152 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1153 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1155 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1157 /** called before physics stats are set on a player, allows limited early customization */
1158 #define EV_PlayerPhysics_UpdateStats(i, o) \
1159 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1161 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1163 /** called after physics stats are set on a player, allows post-initialization modifications */
1164 #define EV_PlayerPhysics_PostUpdateStats(i, o) \
1165 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1166 /** maxspeed_mod */ i(float, MUTATOR_ARGV_1_float) \
1168 MUTATOR_HOOKABLE(PlayerPhysics_PostUpdateStats, EV_PlayerPhysics_PostUpdateStats);
1170 /** return true to use your own aim target (or none at all) */
1171 #define EV_HavocBot_Aim(i, o) \
1172 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1174 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1176 /** return true to skip respawn time calculations */
1177 #define EV_CalculateRespawnTime(i, o) \
1178 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1180 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);
1182 /** called when parsing a vote command. */
1183 #define EV_VoteCommand_Parse(i, o) \
1184 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
1185 /** first command */ i(string, MUTATOR_ARGV_1_string) \
1186 /** vote command */ i(string, MUTATOR_ARGV_2_string) \
1187 /** start position of vote command */ i(float, MUTATOR_ARGV_3_float) \
1188 /** argument count */ i(float, MUTATOR_ARGV_4_float) \
1190 MUTATOR_HOOKABLE(VoteCommand_Parse, EV_VoteCommand_Parse);
1193 MUT_VOTEPARSE_CONTINUE, // return this flag to make the function continue as normal
1194 MUT_VOTEPARSE_SUCCESS, // return 1 (vote parsed)
1195 MUT_VOTEPARSE_INVALID, // return -1 (vote parsed but counted as invalid, no action or vote)
1196 MUT_VOTEPARSE_UNACCEPTABLE // return 0 (vote parameter counted as unacceptable, warns caller)
1200 * Called when freezing an entity (monster or player), return true to force showing a waypoint
1202 #define EV_Freeze(i, o) \
1203 /** targ */ i(entity, MUTATOR_ARGV_0_entity) \
1204 /** revive speed */ i(float, MUTATOR_ARGV_1_float) \
1205 /** frozen type */ i(int, MUTATOR_ARGV_2_int) \
1207 MUTATOR_HOOKABLE(Freeze, EV_Freeze);
1210 * Called when an entity (monster or player) is defrosted
1212 #define EV_Unfreeze(i, o) \
1213 /** targ */ i(entity, MUTATOR_ARGV_0_entity) \
1215 MUTATOR_HOOKABLE(Unfreeze, EV_Unfreeze);
1218 * Called when a player is trying to join, argument is the number of players allowed to join the match
1220 #define EV_GetPlayerLimit(i, o) \
1221 /** g_maxplayers */ i(int, MUTATOR_ARGV_0_int) \
1222 /**/ o(int, MUTATOR_ARGV_0_int) \
1224 MUTATOR_HOOKABLE(GetPlayerLimit, EV_GetPlayerLimit);