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 /** called when showing an obituary for the player. return true to show nothing (workarounds may be needed) */
94 #define EV_ClientObituary(i, o) \
95 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
96 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
97 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
98 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
99 /** wep entity */ i(entity, MUTATOR_ARGV_4_entity) \
100 /** anonymous killer*/ o(bool, MUTATOR_ARGV_5_bool) \
102 MUTATOR_HOOKABLE(ClientObituary, EV_ClientObituary);
104 /** allows overriding the frag centerprint messages */
105 #define EV_FragCenterMessage(i, o) \
106 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
107 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
108 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
109 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
110 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
112 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
114 /** called when a player dies to e.g. remove stuff he was carrying */
115 #define EV_PlayHitsound(i, o) \
116 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
117 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
119 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
121 /** called when an item model is about to be set, allows custom paths etc. */
122 #define EV_ItemModel(i, o) \
123 /** model */ i(string, MUTATOR_ARGV_0_string) \
124 /** output */ i(string, MUTATOR_ARGV_1_string) \
125 /**/ o(string, MUTATOR_ARGV_1_string) \
127 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
129 /** called when an item sound is about to be played, allows custom paths etc. */
130 #define EV_ItemSound(i, o) \
131 /** sound */ i(string, MUTATOR_ARGV_0_string) \
132 /** output */ i(string, MUTATOR_ARGV_1_string) \
133 /**/ o(string, MUTATOR_ARGV_1_string) \
135 MUTATOR_HOOKABLE(ItemSound, EV_ItemSound);
137 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
138 #define EV_GiveFragsForKill(i, o) \
139 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
140 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
141 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
142 /** */ o(float, MUTATOR_ARGV_2_float) \
143 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
144 /** wep entity */ i(entity, MUTATOR_ARGV_4_entity) \
146 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
148 /** called when the match ends */
149 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
151 /** Allows adjusting allowed teams. Return true to use the bitmask value and set
152 * non-empty string to use team entity name. Both behaviors can be active at the
153 * same time and will stack allowed teams.
155 #define EV_TeamBalance_CheckAllowedTeams(i, o) \
156 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
157 /**/ o(float, MUTATOR_ARGV_0_float) \
158 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
159 /**/ o(string, MUTATOR_ARGV_1_string) \
160 /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
162 MUTATOR_HOOKABLE(TeamBalance_CheckAllowedTeams,
163 EV_TeamBalance_CheckAllowedTeams);
165 /** return true to manually override team counts */
166 MUTATOR_HOOKABLE(TeamBalance_GetTeamCounts, EV_NO_ARGS);
168 /** allows overriding of team counts */
169 #define EV_TeamBalance_GetTeamCount(i, o) \
170 /** team index to count */ i(float, MUTATOR_ARGV_0_float) \
171 /** player to ignore */ i(entity, MUTATOR_ARGV_1_entity) \
172 /** number of players in a team */ o(float, MUTATOR_ARGV_2_float) \
173 /** number of bots in a team */ o(float, MUTATOR_ARGV_3_float) \
175 MUTATOR_HOOKABLE(TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount);
177 /** allows overriding the teams that will make the game most balanced if the
178 * player joins any of them.
180 #define EV_TeamBalance_FindBestTeams(i, o) \
181 /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
182 /** bitmask of teams */ o(float, MUTATOR_ARGV_1_float) \
184 MUTATOR_HOOKABLE(TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams);
186 /** Called during autobalance. Return true to override the player that will be
188 #define EV_TeamBalance_GetPlayerForTeamSwitch(i, o) \
189 /** source team index */ i(int, MUTATOR_ARGV_0_int) \
190 /** destination team index */ i(int, MUTATOR_ARGV_1_int) \
191 /** is looking for bot */ i(bool, MUTATOR_ARGV_2_bool) \
192 /** player to switch */ o(entity, MUTATOR_ARGV_3_entity) \
194 MUTATOR_HOOKABLE(TeamBalance_GetPlayerForTeamSwitch,
195 EV_TeamBalance_GetPlayerForTeamSwitch);
197 /** copies variables for spectating "spectatee" to "this" */
198 #define EV_SpectateCopy(i, o) \
199 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
200 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
202 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
204 /** called when formatting a chat message to replace fancy functions */
205 #define EV_FormatMessage(i, o) \
206 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
207 /** escape */ i(string, MUTATOR_ARGV_1_string) \
208 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
209 /**/ o(string, MUTATOR_ARGV_2_string) \
210 /** message */ i(string, MUTATOR_ARGV_3_string) \
212 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
214 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
215 #define EV_PreFormatMessage(i, o) \
216 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
217 /** message */ i(string, MUTATOR_ARGV_1_string) \
218 /**/ o(string, MUTATOR_ARGV_1_string) \
220 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
222 /** returns true if throwing the current weapon shall not be allowed */
223 #define EV_ForbidThrowCurrentWeapon(i, o) \
224 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
225 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
227 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
229 /** returns true if dropping the current weapon shall not be allowed at any time including death */
230 #define EV_ForbidDropCurrentWeapon(i, o) \
231 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
232 /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
234 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
237 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
239 /** allows changing attack rate */
240 #define EV_WeaponRateFactor(i, o) \
241 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
242 /**/ o(float, MUTATOR_ARGV_0_float) \
243 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
245 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
247 /** allows changing weapon speed (projectiles mostly) */
248 #define EV_WeaponSpeedFactor(i, o) \
249 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
250 /**/ o(float, MUTATOR_ARGV_0_float) \
251 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
253 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
255 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
256 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
258 /** called every frame. customizes the waypoint for spectators */
259 #define EV_CustomizeWaypoint(i, o) \
260 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
261 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
263 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
265 /** Check if items having the given definition are allowed to spawn.
266 * Return true to disallow spawning.
268 #define EV_FilterItemDefinition(i, o) \
269 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
271 MUTATOR_HOOKABLE(FilterItemDefinition, EV_FilterItemDefinition);
274 * checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields)
275 * return error to request removal
277 #define EV_FilterItem(i, o) \
278 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
280 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
282 /** return error to request removal */
283 #define EV_TurretSpawn(i, o) \
284 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
286 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
288 /** return error to not attack */
289 #define EV_TurretFire(i, o) \
290 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
292 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
294 /** return error to not attack */
295 #define EV_Turret_CheckFire(i, o) \
296 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
297 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
299 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
301 /** return error to prevent entity spawn, or modify the entity */
302 #define EV_OnEntityPreSpawn(i, o) \
303 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
305 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
307 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
308 #define EV_PlayerPreThink(i, o) \
309 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
311 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
313 /** TODO change this into a general PlayerPostThink hook? */
314 #define EV_GetPressedKeys(i, o) \
315 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
317 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
319 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
320 // NOTE: requesting cvar values (get_cvars_f 0) is deprecated
321 #define EV_GetCvars(i, o) \
322 /**/ i(float, get_cvars_f) \
323 /**/ i(string, get_cvars_s) \
327 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
329 /** can edit any "just fired" projectile */
330 #define EV_EditProjectile(i, o) \
331 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
332 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
334 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
336 /** called when a monster spawns */
337 #define EV_MonsterSpawn(i, o) \
338 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
340 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
342 /** called when a monster dies */
343 #define EV_MonsterDies(i, o) \
344 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
345 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
346 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
348 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
350 /** called when a monster dies */
351 #define EV_MonsterRemove(i, o) \
352 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
354 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
356 /** called when a monster wants to respawn */
357 #define EV_MonsterRespawn(i, o) \
358 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
360 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
362 /** called when a monster is dropping loot */
363 #define EV_MonsterDropItem(i, o) \
364 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
365 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
366 /**/ o(entity, MUTATOR_ARGV_1_entity) \
367 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
369 .entity monster_loot;
370 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
373 * called when a monster moves
374 * returning true makes the monster stop
376 #define EV_MonsterMove(i, o) \
377 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
378 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
379 /**/ o(float, MUTATOR_ARGV_1_float) \
380 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
381 /**/ o(float, MUTATOR_ARGV_2_float) \
382 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
383 /**/ o(entity, MUTATOR_ARGV_3_entity) \
385 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
387 /** called when a monster looks for another target */
388 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
391 * called when validating a monster's target
393 #define EV_MonsterValidTarget(i, o) \
394 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
395 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
397 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
399 /** called to change a random monster to a miniboss */
400 #define EV_MonsterCheckBossFlag(i, o) \
401 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
403 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
406 * called when a player tries to spawn a monster
407 * return 1 to prevent spawning
408 * NOTE: requires reason if disallowed
410 #define EV_AllowMobSpawning(i, o) \
411 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
412 /** reason */ o(string, MUTATOR_ARGV_1_string) \
414 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
416 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
417 #define EV_PlayerDamage_SplitHealthArmor(i, o) \
418 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
419 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
420 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
421 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
422 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
423 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
424 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
425 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
426 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
427 /** damage */ i(float, MUTATOR_ARGV_7_float) \
429 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
432 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
433 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
435 #define EV_Damage_Calculate(i, o) \
436 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
437 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
438 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
439 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
440 /** damage */ i(float, MUTATOR_ARGV_4_float) \
441 /** damage */ o(float, MUTATOR_ARGV_4_float) \
442 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
443 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
444 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
445 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
446 /** weapon entity */ i(entity, MUTATOR_ARGV_7_entity) \
448 MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
451 * Called when a player is damaged
453 #define EV_PlayerDamaged(i, o) \
454 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
455 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
456 /** health */ i(float, MUTATOR_ARGV_2_float) \
457 /** armor */ i(float, MUTATOR_ARGV_3_float) \
458 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
459 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
460 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
462 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
465 * Called by W_DecreaseAmmo
467 #define EV_W_DecreaseAmmo(i, o) \
468 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
469 /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
470 /** ammo to take */ i(float, MUTATOR_ARGV_2_float) \
471 /**/ o(float, MUTATOR_ARGV_2_float) \
473 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
478 #define EV_W_Reload(i, o) \
479 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
481 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
483 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
484 #define EV_PlayerPowerups(i, o) \
485 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
486 /** old items */ i(int, MUTATOR_ARGV_1_int) \
488 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
491 * called every player think frame
492 * return 1 to disable regen
494 #define EV_PlayerRegen(i, o) \
495 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
496 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
497 /**/ o(float, MUTATOR_ARGV_1_float) \
498 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
499 /**/ o(float, MUTATOR_ARGV_2_float) \
500 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
501 /**/ o(float, MUTATOR_ARGV_3_float) \
502 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
503 /**/ o(float, MUTATOR_ARGV_4_float) \
504 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
505 /**/ o(float, MUTATOR_ARGV_5_float) \
506 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
507 /**/ o(float, MUTATOR_ARGV_6_float) \
508 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
509 /**/ o(float, MUTATOR_ARGV_7_float) \
510 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
511 /**/ o(float, MUTATOR_ARGV_8_float) \
512 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
513 /**/ o(float, MUTATOR_ARGV_9_float) \
514 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
515 /**/ o(float, MUTATOR_ARGV_10_float) \
517 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
520 * called when the use key is pressed
521 * if MUTATOR_RETURNVALUE is 1, don't do anything
522 * return 1 if the use key actually did something
524 #define EV_PlayerUseKey(i, o) \
525 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
527 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
530 * called when a client command is parsed
531 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
532 * NOTE: return true if you handled the command, return false to continue handling
533 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
535 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
537 * if (MUTATOR_RETURNVALUE) // command was already handled?
539 * if (cmd_name == "echocvar" && cmd_argc >= 2)
541 * print(cvar_string(argv(1)), "\n");
544 * if (cmd_name == "echostring" && cmd_argc >= 2)
546 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
552 #define EV_SV_ParseClientCommand(i, o) \
553 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
554 /** command name */ i(string, MUTATOR_ARGV_1_string) \
555 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
556 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
558 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
560 /** please read EV_SV_ParseClientCommand description before using */
561 #define EV_SV_ParseServerCommand(i, o) \
562 /** command name */ i(string, MUTATOR_ARGV_0_string) \
563 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
564 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
566 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
569 * called when a spawnpoint is being evaluated
570 * return 1 to make the spawnpoint unusable
572 #define EV_Spawn_Score(i, o) \
573 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
574 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
575 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
576 /**/ o(vector, MUTATOR_ARGV_2_vector) \
578 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
580 /** runs globally each server frame */
581 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
583 #define EV_SetModname(i, o) \
584 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
585 /**/ i(string, MUTATOR_ARGV_0_string) \
586 /**/ o(string, MUTATOR_ARGV_0_string) \
588 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
591 * called for each item being spawned on a map, including dropped weapons
592 * return 1 to remove an item
594 #define EV_Item_Spawn(i, o) \
595 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
597 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
599 #define EV_SetWeaponreplace(i, o) \
600 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
601 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
602 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
603 /**/ o(string, MUTATOR_ARGV_2_string) \
605 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
607 /** called when an item is about to respawn */
608 #define EV_Item_RespawnCountdown(i, o) \
609 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
611 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
613 /** called when a bot checks a target to attack */
614 #define EV_BotShouldAttack(i, o) \
615 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
616 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
618 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
621 * called whenever a player goes through a portal gun teleport
622 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
624 #define EV_PortalTeleport(i, o) \
625 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
627 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
630 * called whenever a player uses impulse 33 (help me) in impulse.qc
631 * normally help me ping uses .waypointsprite_attachedforcarrier,
632 * but if your mutator uses something different then you can handle it
633 * in a special manner using this hook
635 #define EV_HelpMePing(i, o) \
636 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
638 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
641 * called when a vehicle initializes
642 * return true to remove the vehicle
644 #define EV_VehicleInit(i, o) \
645 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
647 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
650 * called when a player enters a vehicle
651 * allows mutators to set special settings in this event
653 #define EV_VehicleEnter(i, o) \
654 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
655 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
657 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
660 * called when a player touches a vehicle
661 * return true to stop player from entering the vehicle
663 #define EV_VehicleTouch(i, o) \
664 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
665 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
667 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
670 * called when a player exits a vehicle
671 * allows mutators to set special settings in this event
673 #define EV_VehicleExit(i, o) \
674 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
675 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
677 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
679 /** called when a speedrun is aborted and the player is teleported back to start position */
680 #define EV_AbortSpeedrun(i, o) \
681 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
683 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
685 /** called at when a item is touched. Called early, can edit item properties. */
686 #define EV_ItemTouch(i, o) \
687 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
688 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
689 /**/ o(entity, MUTATOR_ARGV_1_entity) \
691 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
694 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
695 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
696 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
699 /** called after the item has been touched. */
700 #define EV_ItemTouched(i, o) \
701 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
702 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
704 MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
706 /** Called when the amount of entity resources changes. Can be used to override
708 #define EV_GetResourceLimit(i, o) \
709 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
710 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
711 /** limit */ i(float, MUTATOR_ARGV_2_float) \
712 /**/ o(float, MUTATOR_ARGV_2_float) \
714 MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
716 /** Called when the amount of resource of an entity changes. See RES_*
717 constants for resource types. Return true to forbid the change. */
718 #define EV_SetResource(i, o) \
719 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
720 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
721 /**/ o(int, MUTATOR_ARGV_1_int) \
722 /** amount */ i(float, MUTATOR_ARGV_2_float) \
723 /**/ o(float, MUTATOR_ARGV_2_float) \
725 MUTATOR_HOOKABLE(SetResource, EV_SetResource);
727 /** Called after the amount of resource of an entity has changed. See RES_*
728 constants for resource types. Amount wasted is the amount of resource that is
729 above resource limit so it was not given. */
730 #define EV_ResourceAmountChanged(i, o) \
731 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
732 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
733 /** amount */ i(float, MUTATOR_ARGV_2_float) \
735 MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
737 /** Called when there was an attempt to set entity resources higher than their
738 limit. See RES_* constants for resource types. Amount wasted is the amount
739 of resource that is above resource limit so it was not given. */
740 #define EV_ResourceWasted(i, o) \
741 /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
742 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
743 /** amount wasted */ i(float, MUTATOR_ARGV_2_float) \
745 MUTATOR_HOOKABLE(ResourceWasted, EV_ResourceWasted);
747 /** Called when entity is being given some resource. See RES_* constants
748 for resource types. Return true to forbid giving.
749 NOTE: This hook is also called by GiveResourceWithLimit */
750 #define EV_GiveResource(i, o) \
751 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
752 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
753 /**/ o(int, MUTATOR_ARGV_1_int) \
754 /** amount */ i(float, MUTATOR_ARGV_2_float) \
755 /**/ o(float, MUTATOR_ARGV_2_float) \
757 MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
759 /** Called when entity is being given some resource with specified limit. See
760 RES_* constants for resource types. Return true to forbid giving. */
761 #define EV_GiveResourceWithLimit(i, o) \
762 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
763 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
764 /**/ o(int, MUTATOR_ARGV_1_int) \
765 /** amount */ i(float, MUTATOR_ARGV_2_float) \
766 /**/ o(float, MUTATOR_ARGV_2_float) \
767 /** limit */ i(float, MUTATOR_ARGV_3_float) \
768 /**/ o(float, MUTATOR_ARGV_3_float) \
770 MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
772 /** Called when some resource is being taken from an entity. See RES_* constants
773 for resource types. Return true to forbid giving.
774 NOTE: This hook is also called by TakeResourceWithLimit */
775 #define EV_TakeResource(i, o) \
776 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
777 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
778 /**/ o(int, MUTATOR_ARGV_1_int) \
779 /** amount */ i(float, MUTATOR_ARGV_2_float) \
780 /**/ o(float, MUTATOR_ARGV_2_float) \
782 MUTATOR_HOOKABLE(TakeResource, EV_TakeResource);
784 /** Called when some resource is being taken from an entity, with a limit. See
785 RES_* constants for resource types. Return true to forbid giving. */
786 #define EV_TakeResourceWithLimit(i, o) \
787 /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
788 /** resource type */ i(int, MUTATOR_ARGV_1_int) \
789 /**/ o(int, MUTATOR_ARGV_1_int) \
790 /** amount */ i(float, MUTATOR_ARGV_2_float) \
791 /**/ o(float, MUTATOR_ARGV_2_float) \
792 /** limit */ i(float, MUTATOR_ARGV_3_float) \
793 /**/ o(float, MUTATOR_ARGV_3_float) \
795 MUTATOR_HOOKABLE(TakeResourceWithLimit, EV_TakeResourceWithLimit);
797 /** called at when a player connect */
798 #define EV_ClientConnect(i, o) \
799 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
801 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
803 #define EV_HavocBot_ChooseRole(i, o) \
804 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
806 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
808 /** called when a target is checked for accuracy */
809 #define EV_AccuracyTargetValid(i, o) \
810 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
811 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
813 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
815 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
816 MUT_ACCADD_INVALID, // return this flag to make the function always continue
817 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
820 /** Called when clearing the global parameters for a model */
821 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
823 /** Called when getting the global parameters for a model */
824 #define EV_GetModelParams(i, o) \
825 /** input */ i(string, MUTATOR_ARGV_0_string) \
826 /** command */ i(string, MUTATOR_ARGV_1_string) \
828 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
830 /** called when a bullet has hit a target */
831 #define EV_FireBullet_Hit(i, o) \
832 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
833 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
834 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
835 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
836 /** damage */ i(float, MUTATOR_ARGV_4_float) \
837 /**/ o(float, MUTATOR_ARGV_4_float) \
838 /** wep entity */ i(entity, MUTATOR_ARGV_5_entity) \
840 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
842 #define EV_FixPlayermodel(i, o) \
843 /** model */ i(string, MUTATOR_ARGV_0_string) \
844 /**/ o(string, MUTATOR_ARGV_0_string) \
845 /** skin */ i(int, MUTATOR_ARGV_1_int) \
846 /**/ o(int, MUTATOR_ARGV_1_int) \
847 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
849 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
851 /** Return error to play frag remaining announcements */
852 MUTATOR_HOOKABLE(Scores_AnnounceLeads, EV_NO_ARGS);
853 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
855 #define EV_GrappleHookThink(i, o) \
856 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
857 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
858 /**/ o(int, MUTATOR_ARGV_1_int) \
859 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
860 /**/ o(entity, MUTATOR_ARGV_2_entity) \
861 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
862 /**/ o(float, MUTATOR_ARGV_3_float) \
864 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
866 #define EV_BuffModel_Customize(i, o) \
867 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
868 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
870 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
872 /** called at when a buff is touched. Called early, can edit buff properties. */
873 #define EV_BuffTouch(i, o) \
874 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
875 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
876 /**/ o(entity, MUTATOR_ARGV_1_entity) \
878 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
880 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
882 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
884 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
886 #define EV_GetRecords(i, o) \
887 /** page */ i(int, MUTATOR_ARGV_0_int) \
888 /** record list */ i(string, MUTATOR_ARGV_1_string) \
889 /**/ o(string, MUTATOR_ARGV_1_string) \
891 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
893 #define EV_Race_FinalCheckpoint(i, o) \
894 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
896 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
898 /** called when player triggered kill (or is changing teams), return error to not do anything */
899 #define EV_ClientKill(i, o) \
900 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
901 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
902 /**/ o(float, MUTATOR_ARGV_1_float) \
904 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
906 /** called when player is about to be killed during kill command or changing teams */
907 #define EV_ClientKill_Now(i, o) \
908 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
910 MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
912 #define EV_FixClientCvars(i, o) \
913 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
915 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
917 #define EV_SpectateSet(i, o) \
918 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
919 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
920 /**/ o(entity, MUTATOR_ARGV_1_entity) \
922 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
924 #define EV_SpectateNext(i, o) \
925 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
926 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
927 /**/ o(entity, MUTATOR_ARGV_1_entity) \
929 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
931 #define EV_SpectatePrev(i, o) \
932 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
933 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
934 /**/ o(entity, MUTATOR_ARGV_1_entity) \
935 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
937 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
940 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
941 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
942 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
945 /** called when player triggered kill (or is changing teams), return error to not do anything */
946 #define EV_Bot_FixCount(i, o) \
947 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
948 /**/ o(int, MUTATOR_ARGV_0_int) \
949 /** real players */ i(int, MUTATOR_ARGV_1_int) \
950 /**/ o(int, MUTATOR_ARGV_1_int) \
952 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
954 #define EV_ClientCommand_Spectate(i, o) \
955 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
957 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
960 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
961 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
962 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
965 #define EV_CheckRules_World(i, o) \
966 /** status */ i(float, MUTATOR_ARGV_0_float) \
967 /**/ o(float, MUTATOR_ARGV_0_float) \
968 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
969 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
971 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
973 #define EV_WantWeapon(i, o) \
974 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
975 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
976 /**/ o(float, MUTATOR_ARGV_1_float) \
977 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
978 /**/ o(bool, MUTATOR_ARGV_2_bool) \
979 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
980 /**/ o(bool, MUTATOR_ARGV_3_bool) \
982 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
984 #define EV_AddPlayerScore(i, o) \
985 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
986 /** score */ i(float, MUTATOR_ARGV_1_float) \
987 /**/ o(float, MUTATOR_ARGV_1_float) \
988 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
990 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
992 #define EV_AddedPlayerScore(i, o) \
993 /** score field */ i(entity, MUTATOR_ARGV_0_entity) \
994 /** score */ i(float, MUTATOR_ARGV_1_float) \
995 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
997 MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
999 #define EV_GetPlayerStatus(i, o) \
1000 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1002 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
1004 #define EV_SetWeaponArena(i, o) \
1005 /** arena */ i(string, MUTATOR_ARGV_0_string) \
1006 /**/ o(string, MUTATOR_ARGV_0_string) \
1008 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
1010 #define EV_DropSpecialItems(i, o) \
1011 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
1013 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
1016 * called when an admin tries to kill all monsters
1017 * return 1 to prevent spawning
1019 #define EV_AllowMobButcher(i, o) \
1020 /** reason */ o(string, MUTATOR_ARGV_0_string) \
1022 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
1024 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
1026 #define EV_SendWaypoint(i, o) \
1027 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
1028 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
1029 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
1030 /**/ o(int, MUTATOR_ARGV_2_int) \
1031 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
1032 /**/ o(int, MUTATOR_ARGV_3_int) \
1034 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
1036 #define EV_TurretValidateTarget(i, o) \
1037 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1038 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1039 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
1040 /** target score */ o(float, MUTATOR_ARGV_3_float) \
1042 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
1044 #define EV_TurretThink(i, o) \
1045 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1047 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
1049 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
1052 #define EV_PrepareExplosionByDamage(i, o) \
1053 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
1054 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
1056 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
1058 /** called when a monster model is about to be set, allows custom paths etc. */
1059 #define EV_MonsterModel(i, o) \
1060 /** model */ i(string, MUTATOR_ARGV_0_string) \
1061 /** output */ i(string, MUTATOR_ARGV_1_string) \
1062 /**/ o(string, MUTATOR_ARGV_1_string) \
1064 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
1067 * Called before player changes their team. Return true to block team change.
1069 #define EV_Player_ChangeTeam(i, o) \
1070 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1071 /** current team index */ i(float, MUTATOR_ARGV_1_float) \
1072 /** new team index */ i(float, MUTATOR_ARGV_2_float) \
1074 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
1077 * Called after player has changed their team.
1079 #define EV_Player_ChangedTeam(i, o) \
1080 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1081 /** old team index */ i(float, MUTATOR_ARGV_1_float) \
1082 /** current team index */ i(float, MUTATOR_ARGV_2_float) \
1084 MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
1087 * Called when player is about to be killed when changing teams. Return true to block killing.
1089 #define EV_Player_ChangeTeamKill(i, o) \
1090 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1092 MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
1095 #define EV_URI_GetCallback(i, o) \
1096 /** id */ i(float, MUTATOR_ARGV_0_float) \
1097 /** status */ i(float, MUTATOR_ARGV_1_float) \
1098 /** data */ i(string, MUTATOR_ARGV_2_string) \
1100 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
1103 * return true to lock weapon (can't be used nor changed) for a player
1105 #define EV_LockWeapon(i, o) \
1106 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1108 MUTATOR_HOOKABLE(LockWeapon, EV_LockWeapon);
1111 * return true to prevent weapon use for a player
1113 #define EV_ForbidWeaponUse(i, o) \
1114 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1116 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
1118 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
1119 #define EV_CopyBody(i, o) \
1120 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1121 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
1122 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
1124 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);
1126 /** called when sending a chat message, ret argument can be changed to prevent the message */
1127 #define EV_ChatMessage(i, o) \
1128 /** sender */ i(entity, MUTATOR_ARGV_0_entity) \
1129 /** ret */ i(int, MUTATOR_ARGV_1_int) \
1130 /**/ o(int, MUTATOR_ARGV_1_int) \
1132 MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);
1134 /** return true to prevent sending a chat (private, team or regular) message from reaching a certain player */
1135 #define EV_ChatMessageTo(i, o) \
1136 /** destination player */ i(entity, MUTATOR_ARGV_0_entity) \
1137 /** sender */ i(entity, MUTATOR_ARGV_1_entity) \
1139 MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
1141 /** return true to just restart the match, for modes that don't support readyrestart */
1142 MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
1144 /** called when a fusion reactor is validating its target */
1145 #define EV_FusionReactor_ValidTarget(i, o) \
1146 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
1147 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
1149 MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
1152 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1153 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1154 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1157 /** return true to hide the 'teamnumbers are imbalanced' message */
1158 #define EV_HideTeamNagger(i, o) \
1159 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1161 MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
1163 /** return true to show a waypoint while the item is spawning */
1164 #define EV_Item_ScheduleRespawn(i, o) \
1165 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
1166 /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
1168 MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
1170 /** called before physics stats are set on a player, allows limited early customization */
1171 #define EV_PlayerPhysics_UpdateStats(i, o) \
1172 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1174 MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
1176 /** called after physics stats are set on a player, allows post-initialization modifications */
1177 #define EV_PlayerPhysics_PostUpdateStats(i, o) \
1178 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1179 /** maxspeed_mod */ i(float, MUTATOR_ARGV_1_float) \
1181 MUTATOR_HOOKABLE(PlayerPhysics_PostUpdateStats, EV_PlayerPhysics_PostUpdateStats);
1183 /** return true to use your own aim target (or none at all) */
1184 #define EV_HavocBot_Aim(i, o) \
1185 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
1187 MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);
1189 /** return true to skip respawn time calculations */
1190 #define EV_CalculateRespawnTime(i, o) \
1191 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1193 MUTATOR_HOOKABLE(CalculateRespawnTime, EV_CalculateRespawnTime);
1195 /** called when parsing a vote command. */
1196 #define EV_VoteCommand_Parse(i, o) \
1197 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
1198 /** first command */ i(string, MUTATOR_ARGV_1_string) \
1199 /** vote command */ i(string, MUTATOR_ARGV_2_string) \
1200 /** start position of vote command */ i(float, MUTATOR_ARGV_3_float) \
1201 /** argument count */ i(float, MUTATOR_ARGV_4_float) \
1203 MUTATOR_HOOKABLE(VoteCommand_Parse, EV_VoteCommand_Parse);
1206 MUT_VOTEPARSE_CONTINUE, // return this flag to make the function continue as normal
1207 MUT_VOTEPARSE_SUCCESS, // return 1 (vote parsed)
1208 MUT_VOTEPARSE_INVALID, // return -1 (vote parsed but counted as invalid, no action or vote)
1209 MUT_VOTEPARSE_UNACCEPTABLE // return 0 (vote parameter counted as unacceptable, warns caller)
1213 * Called when freezing an entity (monster or player), return true to force showing a waypoint
1215 #define EV_Freeze(i, o) \
1216 /** targ */ i(entity, MUTATOR_ARGV_0_entity) \
1217 /** revive speed */ i(float, MUTATOR_ARGV_1_float) \
1218 /** frozen type */ i(int, MUTATOR_ARGV_2_int) \
1220 MUTATOR_HOOKABLE(Freeze, EV_Freeze);
1223 * Called when an entity (monster or player) is defrosted
1225 #define EV_Unfreeze(i, o) \
1226 /** targ */ i(entity, MUTATOR_ARGV_0_entity) \
1228 MUTATOR_HOOKABLE(Unfreeze, EV_Unfreeze);
1231 * Called when a player is trying to join, argument is the number of players allowed to join the match
1233 #define EV_GetPlayerLimit(i, o) \
1234 /** g_maxplayers */ i(int, MUTATOR_ARGV_0_int) \
1235 /**/ o(int, MUTATOR_ARGV_0_int) \
1237 MUTATOR_HOOKABLE(GetPlayerLimit, EV_GetPlayerLimit);
1239 /** include special item codes for a death to the game log */
1240 #define EV_LogDeath_AppendItemCodes(i, o) \
1241 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
1242 /** item codes */ i(string, MUTATOR_ARGV_1_string) \
1243 /**/ o(string, MUTATOR_ARGV_1_string) \
1245 MUTATOR_HOOKABLE(LogDeath_AppendItemCodes, EV_LogDeath_AppendItemCodes);
1247 /** Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting */
1248 #define EV_AllowRocketJumping(i, o) \
1249 /** allow_rocketjump */ i(bool, MUTATOR_ARGV_0_bool) \
1250 /**/ o(bool, MUTATOR_ARGV_0_bool) \
1252 MUTATOR_HOOKABLE(AllowRocketJumping, EV_AllowRocketJumping);