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 /** called when a player dies to e.g. remove stuff he was carrying */
67 #define EV_PlayHitsound(i, o) \
68 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
69 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
71 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
73 /** called when a weapon sound is about to be played, allows custom paths etc. */
74 #define EV_WeaponSound(i, o) \
75 /** sound */ i(string, MUTATOR_ARGV_0_string) \
76 /** output */ i(string, MUTATOR_ARGV_1_string) \
77 /**/ o(string, MUTATOR_ARGV_1_string) \
79 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
81 /** called when an item model is about to be set, allows custom paths etc. */
82 #define EV_ItemModel(i, o) \
83 /** model */ i(string, MUTATOR_ARGV_0_string) \
84 /** output */ i(string, MUTATOR_ARGV_1_string) \
85 /**/ o(string, MUTATOR_ARGV_1_string) \
87 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
89 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
90 #define EV_GiveFragsForKill(i, o) \
91 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
92 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
93 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
94 /** */ o(float, MUTATOR_ARGV_2_float) \
96 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
98 /** called when the match ends */
99 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
101 /** should adjust number to contain the team count */
102 #define EV_GetTeamCount(i, o) \
103 /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
104 /**/ o(float, MUTATOR_ARGV_0_float) \
105 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
106 /**/ o(string, MUTATOR_ARGV_1_string) \
108 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
110 /** copies variables for spectating "spectatee" to "this" */
111 #define EV_SpectateCopy(i, o) \
112 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
113 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
115 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
117 /** called when formatting a chat message to replace fancy functions */
118 #define EV_FormatMessage(i, o) \
119 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
120 /** escape */ i(string, MUTATOR_ARGV_1_string) \
121 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
122 /**/ o(string, MUTATOR_ARGV_2_string) \
123 /** message */ i(string, MUTATOR_ARGV_3_string) \
125 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
127 /** returns true if throwing the current weapon shall not be allowed */
128 #define EV_ForbidThrowCurrentWeapon(i, o) \
129 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
131 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
133 /** returns true if dropping the current weapon shall not be allowed at any time including death */
134 #define EV_ForbidDropCurrentWeapon(i, o) \
135 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
137 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
140 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
142 /** allows changing attack rate */
143 #define EV_WeaponRateFactor(i, o) \
144 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
145 /**/ o(float, MUTATOR_ARGV_0_float) \
146 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
148 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
150 /** allows changing weapon speed (projectiles mostly) */
151 #define EV_WeaponSpeedFactor(i, o) \
152 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
153 /**/ o(float, MUTATOR_ARGV_0_float) \
154 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
156 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
158 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
159 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
161 /** called every frame. customizes the waypoint for spectators */
162 #define EV_CustomizeWaypoint(i, o) \
163 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
164 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
166 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
169 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
170 * return error to request removal
172 #define EV_FilterItem(i, o) \
173 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
175 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
177 /** return error to request removal */
178 #define EV_TurretSpawn(i, o) \
179 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
181 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
183 /** return error to not attack */
184 #define EV_TurretFire(i, o) \
185 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
187 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
189 /** return error to not attack */
190 #define EV_Turret_CheckFire(i, o) \
191 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
192 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
194 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
196 /** return error to prevent entity spawn, or modify the entity */
197 #define EV_OnEntityPreSpawn(i, o) \
198 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
200 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
202 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
203 #define EV_PlayerPreThink(i, o) \
204 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
206 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
208 /** TODO change this into a general PlayerPostThink hook? */
209 #define EV_GetPressedKeys(i, o) \
210 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
212 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
214 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
215 #define EV_GetCvars(i, o) \
216 /**/ i(float, get_cvars_f) \
217 /**/ i(string, get_cvars_s) \
221 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
223 /** can edit any "just fired" projectile */
224 #define EV_EditProjectile(i, o) \
225 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
226 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
228 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
230 /** called when a monster spawns */
231 #define EV_MonsterSpawn(i, o) \
232 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
234 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
236 /** called when a monster dies */
237 #define EV_MonsterDies(i, o) \
238 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
239 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
240 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
242 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
244 /** called when a monster dies */
245 #define EV_MonsterRemove(i, o) \
246 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
248 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
250 /** called when a monster wants to respawn */
251 #define EV_MonsterRespawn(i, o) \
252 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
254 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
256 /** called when a monster is dropping loot */
257 #define EV_MonsterDropItem(i, o) \
258 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
259 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
260 /**/ o(entity, MUTATOR_ARGV_1_entity) \
261 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
263 .void(entity this) monster_loot;
264 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
267 * called when a monster moves
268 * returning true makes the monster stop
270 #define EV_MonsterMove(i, o) \
271 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
272 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
273 /**/ o(float, MUTATOR_ARGV_1_float) \
274 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
275 /**/ o(float, MUTATOR_ARGV_2_float) \
276 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
278 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
280 /** called when a monster looks for another target */
281 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
284 * called when validating a monster's target
286 #define EV_MonsterValidTarget(i, o) \
287 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
288 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
290 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
292 /** called to change a random monster to a miniboss */
293 #define EV_MonsterCheckBossFlag(i, o) \
294 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
296 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
299 * called when a player tries to spawn a monster
300 * return 1 to prevent spawning
301 * NOTE: requires reason if disallowed
303 #define EV_AllowMobSpawning(i, o) \
304 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
305 /** reason */ o(string, MUTATOR_ARGV_1_string) \
307 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
309 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
310 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
311 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
312 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
313 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
314 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
315 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
316 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
317 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
318 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
319 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
320 /** damage */ i(float, MUTATOR_ARGV_7_float) \
322 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
325 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
326 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
328 #define EV_PlayerDamage_Calculate(i, o) \
329 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
330 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
331 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
332 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
333 /** damage */ i(float, MUTATOR_ARGV_4_float) \
334 /** damage */ o(float, MUTATOR_ARGV_4_float) \
335 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
336 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
337 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
338 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
340 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
343 * Called when a player is damaged
345 #define EV_PlayerDamaged(i, o) \
346 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
347 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
348 /** health */ i(int, MUTATOR_ARGV_2_int) \
349 /** armor */ i(int, MUTATOR_ARGV_3_int) \
350 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
351 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
353 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
356 * Called by W_DecreaseAmmo
358 #define EV_W_DecreaseAmmo(i, o) \
359 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
361 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
366 #define EV_W_Reload(i, o) \
367 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
369 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
371 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
372 #define EV_PlayerPowerups(i, o) \
373 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
374 /** old items */ i(int, MUTATOR_ARGV_1_int) \
376 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
379 * called every player think frame
380 * return 1 to disable regen
382 #define EV_PlayerRegen(i, o) \
383 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
384 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
385 /**/ o(float, MUTATOR_ARGV_1_float) \
386 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
387 /**/ o(float, MUTATOR_ARGV_2_float) \
388 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
389 /**/ o(float, MUTATOR_ARGV_3_float) \
390 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
391 /**/ o(float, MUTATOR_ARGV_4_float) \
392 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
393 /**/ o(float, MUTATOR_ARGV_5_float) \
394 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
395 /**/ o(float, MUTATOR_ARGV_6_float) \
396 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
397 /**/ o(float, MUTATOR_ARGV_7_float) \
398 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
399 /**/ o(float, MUTATOR_ARGV_8_float) \
400 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
401 /**/ o(float, MUTATOR_ARGV_9_float) \
402 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
403 /**/ o(float, MUTATOR_ARGV_10_float) \
405 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
408 * called when the use key is pressed
409 * if MUTATOR_RETURNVALUE is 1, don't do anything
410 * return 1 if the use key actually did something
412 #define EV_PlayerUseKey(i, o) \
413 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
415 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
418 * called when a client command is parsed
419 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
420 * NOTE: return true if you handled the command, return false to continue handling
421 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
423 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
425 * if (MUTATOR_RETURNVALUE) // command was already handled?
427 * if (cmd_name == "echocvar" && cmd_argc >= 2)
429 * print(cvar_string(argv(1)), "\n");
432 * if (cmd_name == "echostring" && cmd_argc >= 2)
434 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
440 #define EV_SV_ParseClientCommand(i, o) \
441 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
442 /** command name */ i(string, MUTATOR_ARGV_1_string) \
443 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
444 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
446 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
448 /** please read EV_SV_ParseClientCommand description before using */
449 #define EV_SV_ParseServerCommand(i, o) \
450 /** command name */ i(string, MUTATOR_ARGV_0_string) \
451 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
452 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
454 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
457 * called when a spawnpoint is being evaluated
458 * return 1 to make the spawnpoint unusable
460 #define EV_Spawn_Score(i, o) \
461 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
462 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
463 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
464 /**/ o(vector, MUTATOR_ARGV_2_vector) \
466 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
468 /** runs globally each server frame */
469 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
471 #define EV_SetModname(i, o) \
472 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
473 /**/ o(string, MUTATOR_ARGV_0_string) \
475 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
478 * called for each item being spawned on a map, including dropped weapons
479 * return 1 to remove an item
481 #define EV_Item_Spawn(i, o) \
482 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
484 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
486 #define EV_SetWeaponreplace(i, o) \
487 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
488 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
489 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
490 /**/ o(string, MUTATOR_ARGV_2_string) \
492 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
494 /** called when an item is about to respawn */
495 #define EV_Item_RespawnCountdown(i, o) \
496 /** item name */ i(string, MUTATOR_ARGV_0_string) \
497 /**/ o(string, MUTATOR_ARGV_0_string) \
498 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
499 /**/ o(vector, MUTATOR_ARGV_1_vector) \
501 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
503 /** called when a bot checks a target to attack */
504 #define EV_BotShouldAttack(i, o) \
505 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
506 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
508 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
511 * called whenever a player goes through a portal gun teleport
512 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
514 #define EV_PortalTeleport(i, o) \
515 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
517 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
520 * called whenever a player uses impulse 33 (help me) in impulse.qc
521 * normally help me ping uses .waypointsprite_attachedforcarrier,
522 * but if your mutator uses something different then you can handle it
523 * in a special manner using this hook
525 #define EV_HelpMePing(i, o) \
526 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
528 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
531 * called when a vehicle initializes
532 * return true to remove the vehicle
534 #define EV_VehicleSpawn(i, o) \
535 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
537 MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
540 * called when a player enters a vehicle
541 * allows mutators to set special settings in this event
543 #define EV_VehicleEnter(i, o) \
544 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
545 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
547 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
550 * called when a player touches a vehicle
551 * return true to stop player from entering the vehicle
553 #define EV_VehicleTouch(i, o) \
554 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
555 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
557 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
560 * called when a player exits a vehicle
561 * allows mutators to set special settings in this event
563 #define EV_VehicleExit(i, o) \
564 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
565 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
567 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
569 /** called when a speedrun is aborted and the player is teleported back to start position */
570 #define EV_AbortSpeedrun(i, o) \
571 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
573 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
575 /** called at when a item is touched. Called early, can edit item properties. */
576 #define EV_ItemTouch(i, o) \
577 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
578 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
579 /**/ o(entity, MUTATOR_ARGV_1_entity) \
581 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
584 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
585 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
586 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
589 /** called at when a player connect */
590 #define EV_ClientConnect(i, o) \
591 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
593 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
595 #define EV_HavocBot_ChooseRole(i, o) \
596 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
598 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
600 /** called when a target is checked for accuracy */
601 #define EV_AccuracyTargetValid(i, o) \
602 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
603 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
605 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
607 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
608 MUT_ACCADD_INVALID, // return this flag to make the function always continue
609 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
612 /** Called when clearing the global parameters for a model */
613 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
615 /** Called when getting the global parameters for a model */
616 #define EV_GetModelParams(i, o) \
617 /** input */ i(string, MUTATOR_ARGV_0_string) \
618 /** command */ i(string, MUTATOR_ARGV_1_string) \
620 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
622 /** called when a bullet has hit a target */
623 #define EV_FireBullet_Hit(i, o) \
624 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
625 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
626 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
627 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
628 /** damage */ i(float, MUTATOR_ARGV_4_float) \
629 /**/ o(float, MUTATOR_ARGV_4_float) \
631 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
633 #define EV_FixPlayermodel(i, o) \
634 /** model */ i(string, MUTATOR_ARGV_0_string) \
635 /**/ o(string, MUTATOR_ARGV_0_string) \
636 /** skin */ i(int, MUTATOR_ARGV_1_int) \
637 /**/ o(int, MUTATOR_ARGV_1_int) \
638 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
640 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
642 /** Return error to play frag remaining announcements */
643 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
645 #define EV_GrappleHookThink(i, o) \
646 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
647 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
648 /**/ o(int, MUTATOR_ARGV_1_int) \
649 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
650 /**/ o(entity, MUTATOR_ARGV_2_entity) \
651 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
652 /**/ o(float, MUTATOR_ARGV_3_float) \
654 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
656 #define EV_BuffModel_Customize(i, o) \
657 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
658 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
660 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
662 /** called at when a buff is touched. Called early, can edit buff properties. */
663 #define EV_BuffTouch(i, o) \
664 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
665 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
666 /**/ o(entity, MUTATOR_ARGV_1_entity) \
668 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
670 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
672 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
674 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
676 #define EV_GetRecords(i, o) \
677 /** page */ i(int, MUTATOR_ARGV_0_int) \
678 /** record list */ i(string, MUTATOR_ARGV_1_string) \
679 /**/ o(string, MUTATOR_ARGV_1_string) \
681 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
683 #define EV_Race_FinalCheckpoint(i, o) \
684 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
686 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
688 /** called when player triggered kill (or is changing teams), return error to not do anything */
689 #define EV_ClientKill(i, o) \
690 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
691 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
692 /**/ o(float, MUTATOR_ARGV_1_float) \
694 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
696 #define EV_FixClientCvars(i, o) \
697 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
699 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
701 #define EV_SpectateSet(i, o) \
702 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
703 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
704 /**/ o(entity, MUTATOR_ARGV_1_entity) \
706 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
708 #define EV_SpectateNext(i, o) \
709 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
710 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
711 /**/ o(entity, MUTATOR_ARGV_1_entity) \
713 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
715 #define EV_SpectatePrev(i, o) \
716 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
717 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
718 /**/ o(entity, MUTATOR_ARGV_1_entity) \
719 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
721 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
724 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
725 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
726 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
729 /** called when player triggered kill (or is changing teams), return error to not do anything */
730 #define EV_Bot_FixCount(i, o) \
731 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
732 /**/ o(int, MUTATOR_ARGV_0_int) \
733 /** real players */ i(int, MUTATOR_ARGV_1_int) \
734 /**/ o(int, MUTATOR_ARGV_1_int) \
736 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
738 #define EV_ClientCommand_Spectate(i, o) \
739 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
741 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
744 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
745 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
746 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
749 #define EV_CheckRules_World(i, o) \
750 /** status */ i(float, MUTATOR_ARGV_0_float) \
751 /**/ o(float, MUTATOR_ARGV_0_float) \
752 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
753 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
755 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
757 #define EV_WantWeapon(i, o) \
758 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
759 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
760 /**/ o(float, MUTATOR_ARGV_1_float) \
761 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
762 /**/ o(bool, MUTATOR_ARGV_2_bool) \
763 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
764 /**/ o(bool, MUTATOR_ARGV_3_bool) \
766 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
768 #define EV_AddPlayerScore(i, o) \
769 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
770 /** score */ i(float, MUTATOR_ARGV_1_float) \
771 /**/ o(float, MUTATOR_ARGV_1_float) \
772 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
774 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
776 #define EV_GetPlayerStatus(i, o) \
777 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
779 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
781 #define EV_SetWeaponArena(i, o) \
782 /** arena */ i(string, MUTATOR_ARGV_0_string) \
783 /**/ o(string, MUTATOR_ARGV_0_string) \
785 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
787 #define EV_DropSpecialItems(i, o) \
788 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
790 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
793 * called when an admin tries to kill all monsters
794 * return 1 to prevent spawning
796 #define EV_AllowMobButcher(i, o) \
797 /** reason */ o(string, MUTATOR_ARGV_0_string) \
799 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
801 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
803 #define EV_SendWaypoint(i, o) \
804 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
805 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
806 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
807 /**/ o(int, MUTATOR_ARGV_2_int) \
808 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
809 /**/ o(int, MUTATOR_ARGV_3_int) \
811 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
813 #define EV_TurretValidateTarget(i, o) \
814 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
815 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
816 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
817 /** target score */ o(float, MUTATOR_ARGV_3_float) \
819 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
821 #define EV_TurretThink(i, o) \
822 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
824 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
826 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
829 #define EV_PrepareExplosionByDamage(i, o) \
830 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
831 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
833 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
835 /** called when a monster model is about to be set, allows custom paths etc. */
836 #define EV_MonsterModel(i, o) \
837 /** model */ i(string, MUTATOR_ARGV_0_string) \
838 /** output */ i(string, MUTATOR_ARGV_1_string) \
839 /**/ o(string, MUTATOR_ARGV_1_string) \
841 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
844 #define EV_Player_ChangeTeam(i, o) \
845 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
846 /** current team */ i(float, MUTATOR_ARGV_1_float) \
847 /** new team */ i(float, MUTATOR_ARGV_2_float) \
849 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
852 #define EV_URI_GetCallback(i, o) \
853 /** id */ i(float, MUTATOR_ARGV_0_float) \
854 /** status */ i(float, MUTATOR_ARGV_1_float) \
855 /** data */ i(string, MUTATOR_ARGV_2_string) \
857 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
860 * return true to prevent weapon use for a player
862 #define EV_ForbidWeaponUse(i, o) \
863 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
865 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
867 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
868 #define EV_CopyBody(i, o) \
869 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
870 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
871 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
873 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);