3 #include <common/mutators/base.qh>
5 // register all possible hooks here
7 /** called when a player becomes observer, after shared setup */
8 #define EV_MakePlayerObserver(i, o) \
9 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
11 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
14 #define EV_PutClientInServer(i, o) \
15 /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
17 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
20 * return true to prevent a spectator/observer to spawn as player
22 #define EV_ForbidSpawn(i, o) \
23 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
25 MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
27 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
28 #define EV_PlayerSpawn(i, o) \
29 /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
30 /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \
32 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
34 /** called in reset_map */
35 #define EV_reset_map_global(i, o) \
37 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
39 /** called in reset_map */
40 #define EV_reset_map_players(i, o) \
42 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
44 /** returns 1 if clearing player score shall not be allowed */
45 #define EV_ForbidPlayerScore_Clear(i, o) \
47 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
49 /** called when a player disconnects */
50 #define EV_ClientDisconnect(i, o) \
51 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
53 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
55 /** called when a player dies to e.g. remove stuff he was carrying. */
56 #define EV_PlayerDies(i, o) \
57 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
58 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
59 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
60 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
61 /** damage */ i(float, MUTATOR_ARGV_4_float) \
62 /** damage */ o(float, MUTATOR_ARGV_4_float) \
64 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
66 /** allows overriding the frag centerprint messages */
67 #define EV_FragCenterMessage(i, o) \
68 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
69 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
70 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
71 /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
72 /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
74 MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
76 /** called when a player dies to e.g. remove stuff he was carrying */
77 #define EV_PlayHitsound(i, o) \
78 /** victim */ i(entity, MUTATOR_ARGV_0_entity) \
79 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
81 MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
83 /** called when a weapon sound is about to be played, allows custom paths etc. */
84 #define EV_WeaponSound(i, o) \
85 /** sound */ i(string, MUTATOR_ARGV_0_string) \
86 /** output */ i(string, MUTATOR_ARGV_1_string) \
87 /**/ o(string, MUTATOR_ARGV_1_string) \
89 MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
91 /** called when an item model is about to be set, allows custom paths etc. */
92 #define EV_ItemModel(i, o) \
93 /** model */ i(string, MUTATOR_ARGV_0_string) \
94 /** output */ i(string, MUTATOR_ARGV_1_string) \
95 /**/ o(string, MUTATOR_ARGV_1_string) \
97 MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
99 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
100 #define EV_GiveFragsForKill(i, o) \
101 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
102 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
103 /** frag score */ i(float, MUTATOR_ARGV_2_float) \
104 /** */ o(float, MUTATOR_ARGV_2_float) \
106 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
108 /** called when the match ends */
109 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
111 /** allows adjusting allowed teams */
112 #define EV_CheckAllowedTeams(i, o) \
113 /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
114 /**/ o(float, MUTATOR_ARGV_0_float) \
115 /** team entity name */ i(string, MUTATOR_ARGV_1_string) \
116 /**/ o(string, MUTATOR_ARGV_1_string) \
118 MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
120 /** copies variables for spectating "spectatee" to "this" */
121 #define EV_SpectateCopy(i, o) \
122 /** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
123 /** client */ i(entity, MUTATOR_ARGV_1_entity) \
125 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
127 /** called when formatting a chat message to replace fancy functions */
128 #define EV_FormatMessage(i, o) \
129 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
130 /** escape */ i(string, MUTATOR_ARGV_1_string) \
131 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
132 /**/ o(string, MUTATOR_ARGV_2_string) \
133 /** message */ i(string, MUTATOR_ARGV_3_string) \
135 MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
137 /** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
138 #define EV_PreFormatMessage(i, o) \
139 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
140 /** message */ i(string, MUTATOR_ARGV_1_string) \
141 /**/ o(string, MUTATOR_ARGV_1_string) \
143 MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
145 /** returns true if throwing the current weapon shall not be allowed */
146 #define EV_ForbidThrowCurrentWeapon(i, o) \
147 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
149 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
151 /** returns true if dropping the current weapon shall not be allowed at any time including death */
152 #define EV_ForbidDropCurrentWeapon(i, o) \
153 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
155 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
158 MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
160 /** allows changing attack rate */
161 #define EV_WeaponRateFactor(i, o) \
162 /** weapon rate */ i(float, MUTATOR_ARGV_0_float) \
163 /**/ o(float, MUTATOR_ARGV_0_float) \
164 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
166 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
168 /** allows changing weapon speed (projectiles mostly) */
169 #define EV_WeaponSpeedFactor(i, o) \
170 /** weapon speed */ i(float, MUTATOR_ARGV_0_float) \
171 /**/ o(float, MUTATOR_ARGV_0_float) \
172 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
174 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
176 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
177 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
179 /** called every frame. customizes the waypoint for spectators */
180 #define EV_CustomizeWaypoint(i, o) \
181 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
182 /** player; other.enemy = spectator */ i(entity, MUTATOR_ARGV_1_entity) \
184 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
187 * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
188 * return error to request removal
190 #define EV_FilterItem(i, o) \
191 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
193 MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
195 /** return error to request removal */
196 #define EV_TurretSpawn(i, o) \
197 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
199 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
201 /** return error to not attack */
202 #define EV_TurretFire(i, o) \
203 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
205 MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
207 /** return error to not attack */
208 #define EV_Turret_CheckFire(i, o) \
209 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
210 /** to fire or not to fire */ o(bool, MUTATOR_ARGV_1_bool) \
212 MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
214 /** return error to prevent entity spawn, or modify the entity */
215 #define EV_OnEntityPreSpawn(i, o) \
216 /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
218 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_OnEntityPreSpawn);
220 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
221 #define EV_PlayerPreThink(i, o) \
222 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
224 MUTATOR_HOOKABLE(PlayerPreThink, EV_PlayerPreThink);
226 /** TODO change this into a general PlayerPostThink hook? */
227 #define EV_GetPressedKeys(i, o) \
228 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
230 MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
232 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
233 #define EV_GetCvars(i, o) \
234 /**/ i(float, get_cvars_f) \
235 /**/ i(string, get_cvars_s) \
239 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
241 /** can edit any "just fired" projectile */
242 #define EV_EditProjectile(i, o) \
243 /** projectile owner */ i(entity, MUTATOR_ARGV_0_entity) \
244 /** projectile */ i(entity, MUTATOR_ARGV_1_entity) \
246 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
248 /** called when a monster spawns */
249 #define EV_MonsterSpawn(i, o) \
250 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
252 MUTATOR_HOOKABLE(MonsterSpawn, EV_MonsterSpawn);
254 /** called when a monster dies */
255 #define EV_MonsterDies(i, o) \
256 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
257 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
258 /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
260 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
262 /** called when a monster dies */
263 #define EV_MonsterRemove(i, o) \
264 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
266 MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
268 /** called when a monster wants to respawn */
269 #define EV_MonsterRespawn(i, o) \
270 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
272 MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
274 /** called when a monster is dropping loot */
275 #define EV_MonsterDropItem(i, o) \
276 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
277 /* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
278 /**/ o(entity, MUTATOR_ARGV_1_entity) \
279 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
281 .void(entity this) monster_loot;
282 MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
285 * called when a monster moves
286 * returning true makes the monster stop
288 #define EV_MonsterMove(i, o) \
289 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
290 /** run speed */ i(float, MUTATOR_ARGV_1_float) \
291 /**/ o(float, MUTATOR_ARGV_1_float) \
292 /** walk speed */ i(float, MUTATOR_ARGV_2_float) \
293 /**/ o(float, MUTATOR_ARGV_2_float) \
294 /** move target */ i(entity, MUTATOR_ARGV_3_entity) \
296 MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
298 /** called when a monster looks for another target */
299 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
302 * called when validating a monster's target
304 #define EV_MonsterValidTarget(i, o) \
305 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
306 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
308 MUTATOR_HOOKABLE(MonsterValidTarget, EV_MonsterValidTarget);
310 /** called to change a random monster to a miniboss */
311 #define EV_MonsterCheckBossFlag(i, o) \
312 /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
314 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag);
317 * called when a player tries to spawn a monster
318 * return 1 to prevent spawning
319 * NOTE: requires reason if disallowed
321 #define EV_AllowMobSpawning(i, o) \
322 /** caller */ i(entity, MUTATOR_ARGV_0_entity) \
323 /** reason */ o(string, MUTATOR_ARGV_1_string) \
325 MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning);
327 /** called when a player gets damaged to e.g. remove stuff he was carrying. */
328 #define EV_PlayerDamage_SplitHealthArmor(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 /** force (no out) */ i(vector, MUTATOR_ARGV_3_vector) \
333 /** damage take */ i(float, MUTATOR_ARGV_4_float) \
334 /** damage take */ o(float, MUTATOR_ARGV_4_float) \
335 /** damage save */ i(float, MUTATOR_ARGV_5_float) \
336 /** damage save */ o(float, MUTATOR_ARGV_5_float) \
337 /** deathtype */ i(float, MUTATOR_ARGV_6_float) \
338 /** damage */ i(float, MUTATOR_ARGV_7_float) \
340 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
343 * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
344 * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
346 #define EV_PlayerDamage_Calculate(i, o) \
347 /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
348 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
349 /** target */ i(entity, MUTATOR_ARGV_2_entity) \
350 /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
351 /** damage */ i(float, MUTATOR_ARGV_4_float) \
352 /** damage */ o(float, MUTATOR_ARGV_4_float) \
353 /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
354 /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
355 /** force */ i(vector, MUTATOR_ARGV_6_vector) \
356 /** force */ o(vector, MUTATOR_ARGV_6_vector) \
358 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
361 * Called when a player is damaged
363 #define EV_PlayerDamaged(i, o) \
364 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
365 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
366 /** health */ i(float, MUTATOR_ARGV_2_float) \
367 /** armor */ i(float, MUTATOR_ARGV_3_float) \
368 /** location */ i(vector, MUTATOR_ARGV_4_vector) \
369 /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
370 /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
372 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
375 * Called by W_DecreaseAmmo
377 #define EV_W_DecreaseAmmo(i, o) \
378 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
380 MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
385 #define EV_W_Reload(i, o) \
386 /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
388 MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
390 /** called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. */
391 #define EV_PlayerPowerups(i, o) \
392 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
393 /** old items */ i(int, MUTATOR_ARGV_1_int) \
395 MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
398 * called every player think frame
399 * return 1 to disable regen
401 #define EV_PlayerRegen(i, o) \
402 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
403 /** max_mod */ i(float, MUTATOR_ARGV_1_float) \
404 /**/ o(float, MUTATOR_ARGV_1_float) \
405 /** regen_mod */ i(float, MUTATOR_ARGV_2_float) \
406 /**/ o(float, MUTATOR_ARGV_2_float) \
407 /** rot_mod */ i(float, MUTATOR_ARGV_3_float) \
408 /**/ o(float, MUTATOR_ARGV_3_float) \
409 /** limit_mod */ i(float, MUTATOR_ARGV_4_float) \
410 /**/ o(float, MUTATOR_ARGV_4_float) \
411 /** health_regen */ i(float, MUTATOR_ARGV_5_float) \
412 /**/ o(float, MUTATOR_ARGV_5_float) \
413 /** health_regenlinear */ i(float, MUTATOR_ARGV_6_float) \
414 /**/ o(float, MUTATOR_ARGV_6_float) \
415 /** health_rot */ i(float, MUTATOR_ARGV_7_float) \
416 /**/ o(float, MUTATOR_ARGV_7_float) \
417 /** health_rotlinear */ i(float, MUTATOR_ARGV_8_float) \
418 /**/ o(float, MUTATOR_ARGV_8_float) \
419 /** health_stable */ i(float, MUTATOR_ARGV_9_float) \
420 /**/ o(float, MUTATOR_ARGV_9_float) \
421 /** health_rotstable */ i(float, MUTATOR_ARGV_10_float) \
422 /**/ o(float, MUTATOR_ARGV_10_float) \
424 MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
427 * called when the use key is pressed
428 * if MUTATOR_RETURNVALUE is 1, don't do anything
429 * return 1 if the use key actually did something
431 #define EV_PlayerUseKey(i, o) \
432 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
434 MUTATOR_HOOKABLE(PlayerUseKey, EV_PlayerUseKey);
437 * called when a client command is parsed
438 * NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
439 * NOTE: return true if you handled the command, return false to continue handling
440 * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
442 * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
444 * if (MUTATOR_RETURNVALUE) // command was already handled?
446 * if (cmd_name == "echocvar" && cmd_argc >= 2)
448 * print(cvar_string(argv(1)), "\n");
451 * if (cmd_name == "echostring" && cmd_argc >= 2)
453 * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
459 #define EV_SV_ParseClientCommand(i, o) \
460 /** client sending the command */ i(entity, MUTATOR_ARGV_0_entity) \
461 /** command name */ i(string, MUTATOR_ARGV_1_string) \
462 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_2_int) \
463 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_3_string) \
465 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
467 /** please read EV_SV_ParseClientCommand description before using */
468 #define EV_SV_ParseServerCommand(i, o) \
469 /** command name */ i(string, MUTATOR_ARGV_0_string) \
470 /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \
471 /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \
473 MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
476 * called when a spawnpoint is being evaluated
477 * return 1 to make the spawnpoint unusable
479 #define EV_Spawn_Score(i, o) \
480 /** player wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
481 /** spot to be evaluated */ i(entity, MUTATOR_ARGV_1_entity) \
482 /** spot score, _x is priority, _y is "distance" */ i(vector, MUTATOR_ARGV_2_vector) \
483 /**/ o(vector, MUTATOR_ARGV_2_vector) \
485 MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
487 /** runs globally each server frame */
488 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
490 #define EV_SetModname(i, o) \
491 /** name of the mutator/mod if it warrants showing as such in the server browser */ \
492 /**/ i(string, MUTATOR_ARGV_0_string) \
493 /**/ o(string, MUTATOR_ARGV_0_string) \
495 MUTATOR_HOOKABLE(SetModname, EV_SetModname);
498 * called for each item being spawned on a map, including dropped weapons
499 * return 1 to remove an item
501 #define EV_Item_Spawn(i, o) \
502 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
504 MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
506 #define EV_SetWeaponreplace(i, o) \
507 /** map entity */ i(entity, MUTATOR_ARGV_0_entity) \
508 /** weapon info */ i(entity, MUTATOR_ARGV_1_entity) \
509 /** replacement */ i(string, MUTATOR_ARGV_2_string) \
510 /**/ o(string, MUTATOR_ARGV_2_string) \
512 MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
514 /** called when an item is about to respawn */
515 #define EV_Item_RespawnCountdown(i, o) \
516 /** item name */ i(string, MUTATOR_ARGV_0_string) \
517 /**/ o(string, MUTATOR_ARGV_0_string) \
518 /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
519 /**/ o(vector, MUTATOR_ARGV_1_vector) \
521 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
523 /** called when a bot checks a target to attack */
524 #define EV_BotShouldAttack(i, o) \
525 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
526 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
528 MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
531 * called whenever a player goes through a portal gun teleport
532 * allows you to strip a player of an item if they go through the teleporter to help prevent cheating
534 #define EV_PortalTeleport(i, o) \
535 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
537 MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
540 * called whenever a player uses impulse 33 (help me) in impulse.qc
541 * normally help me ping uses .waypointsprite_attachedforcarrier,
542 * but if your mutator uses something different then you can handle it
543 * in a special manner using this hook
545 #define EV_HelpMePing(i, o) \
546 /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
548 MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
551 * called when a vehicle initializes
552 * return true to remove the vehicle
554 #define EV_VehicleInit(i, o) \
555 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
557 MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
560 * called when a player enters a vehicle
561 * allows mutators to set special settings in this event
563 #define EV_VehicleEnter(i, o) \
564 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
565 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
567 MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
570 * called when a player touches a vehicle
571 * return true to stop player from entering the vehicle
573 #define EV_VehicleTouch(i, o) \
574 /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
575 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
577 MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
580 * called when a player exits a vehicle
581 * allows mutators to set special settings in this event
583 #define EV_VehicleExit(i, o) \
584 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
585 /** vehicle */ i(entity, MUTATOR_ARGV_1_entity) \
587 MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit);
589 /** called when a speedrun is aborted and the player is teleported back to start position */
590 #define EV_AbortSpeedrun(i, o) \
591 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
593 MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun);
595 /** called at when a item is touched. Called early, can edit item properties. */
596 #define EV_ItemTouch(i, o) \
597 /** item */ i(entity, MUTATOR_ARGV_0_entity) \
598 /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
599 /**/ o(entity, MUTATOR_ARGV_1_entity) \
601 MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
604 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
605 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
606 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
609 /** called at when a player connect */
610 #define EV_ClientConnect(i, o) \
611 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
613 MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
615 #define EV_HavocBot_ChooseRole(i, o) \
616 /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
618 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
620 /** called when a target is checked for accuracy */
621 #define EV_AccuracyTargetValid(i, o) \
622 /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
623 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
625 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
627 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
628 MUT_ACCADD_INVALID, // return this flag to make the function always continue
629 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
632 /** Called when clearing the global parameters for a model */
633 MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
635 /** Called when getting the global parameters for a model */
636 #define EV_GetModelParams(i, o) \
637 /** input */ i(string, MUTATOR_ARGV_0_string) \
638 /** command */ i(string, MUTATOR_ARGV_1_string) \
640 MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
642 /** called when a bullet has hit a target */
643 #define EV_FireBullet_Hit(i, o) \
644 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
645 /** targ */ i(entity, MUTATOR_ARGV_1_entity) \
646 /** start pos */ i(vector, MUTATOR_ARGV_2_vector) \
647 /** end pos */ i(vector, MUTATOR_ARGV_3_vector) \
648 /** damage */ i(float, MUTATOR_ARGV_4_float) \
649 /**/ o(float, MUTATOR_ARGV_4_float) \
651 MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
653 #define EV_FixPlayermodel(i, o) \
654 /** model */ i(string, MUTATOR_ARGV_0_string) \
655 /**/ o(string, MUTATOR_ARGV_0_string) \
656 /** skin */ i(int, MUTATOR_ARGV_1_int) \
657 /**/ o(int, MUTATOR_ARGV_1_int) \
658 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
660 MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
662 /** Return error to play frag remaining announcements */
663 MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
665 #define EV_GrappleHookThink(i, o) \
666 /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
667 /** tarzan */ i(int, MUTATOR_ARGV_1_int) \
668 /**/ o(int, MUTATOR_ARGV_1_int) \
669 /** pulling entity */ i(entity, MUTATOR_ARGV_2_entity) \
670 /**/ o(entity, MUTATOR_ARGV_2_entity) \
671 /** velocity multiplier */ i(float, MUTATOR_ARGV_3_float) \
672 /**/ o(float, MUTATOR_ARGV_3_float) \
674 MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
676 #define EV_BuffModel_Customize(i, o) \
677 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
678 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
680 MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
682 /** called at when a buff is touched. Called early, can edit buff properties. */
683 #define EV_BuffTouch(i, o) \
684 /** buff */ i(entity, MUTATOR_ARGV_0_entity) \
685 /** player */ i(entity, MUTATOR_ARGV_1_entity) \
686 /**/ o(entity, MUTATOR_ARGV_1_entity) \
688 MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
690 MUTATOR_HOOKABLE(SetNewParms, EV_NO_ARGS);
692 MUTATOR_HOOKABLE(SetChangeParms, EV_NO_ARGS);
694 MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
696 #define EV_GetRecords(i, o) \
697 /** page */ i(int, MUTATOR_ARGV_0_int) \
698 /** record list */ i(string, MUTATOR_ARGV_1_string) \
699 /**/ o(string, MUTATOR_ARGV_1_string) \
701 MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
703 #define EV_Race_FinalCheckpoint(i, o) \
704 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
706 MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
708 /** called when player triggered kill (or is changing teams), return error to not do anything */
709 #define EV_ClientKill(i, o) \
710 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
711 /** kill delay */ i(float, MUTATOR_ARGV_1_float) \
712 /**/ o(float, MUTATOR_ARGV_1_float) \
714 MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
716 #define EV_FixClientCvars(i, o) \
717 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
719 MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
721 #define EV_SpectateSet(i, o) \
722 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
723 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
724 /**/ o(entity, MUTATOR_ARGV_1_entity) \
726 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
728 #define EV_SpectateNext(i, o) \
729 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
730 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
731 /**/ o(entity, MUTATOR_ARGV_1_entity) \
733 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
735 #define EV_SpectatePrev(i, o) \
736 /** client */ i(entity, MUTATOR_ARGV_0_entity) \
737 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
738 /**/ o(entity, MUTATOR_ARGV_1_entity) \
739 /** first */ i(entity, MUTATOR_ARGV_2_entity) \
741 MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
744 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
745 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
746 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
749 /** called when player triggered kill (or is changing teams), return error to not do anything */
750 #define EV_Bot_FixCount(i, o) \
751 /** active real players */ i(int, MUTATOR_ARGV_0_int) \
752 /**/ o(int, MUTATOR_ARGV_0_int) \
753 /** real players */ i(int, MUTATOR_ARGV_1_int) \
754 /**/ o(int, MUTATOR_ARGV_1_int) \
756 MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
758 #define EV_ClientCommand_Spectate(i, o) \
759 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
761 MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
764 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
765 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
766 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
769 #define EV_CheckRules_World(i, o) \
770 /** status */ i(float, MUTATOR_ARGV_0_float) \
771 /**/ o(float, MUTATOR_ARGV_0_float) \
772 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
773 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
775 MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
777 #define EV_WantWeapon(i, o) \
778 /** weapon info entity */ i(entity, MUTATOR_ARGV_0_entity) \
779 /** do want? */ i(float, MUTATOR_ARGV_1_float) \
780 /**/ o(float, MUTATOR_ARGV_1_float) \
781 /** want all guns */ i(bool, MUTATOR_ARGV_2_bool) \
782 /**/ o(bool, MUTATOR_ARGV_2_bool) \
783 /** want mutator blocked */ i(bool, MUTATOR_ARGV_3_bool) \
784 /**/ o(bool, MUTATOR_ARGV_3_bool) \
786 MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
788 #define EV_AddPlayerScore(i, o) \
789 /** score field */ i(PlayerScoreField, MUTATOR_ARGV_0_entity) \
790 /** score */ i(float, MUTATOR_ARGV_1_float) \
791 /**/ o(float, MUTATOR_ARGV_1_float) \
792 /** player */ i(entity, MUTATOR_ARGV_2_entity) \
794 MUTATOR_HOOKABLE(AddPlayerScore, EV_AddPlayerScore);
796 #define EV_GetPlayerStatus(i, o) \
797 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
799 MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
801 #define EV_SetWeaponArena(i, o) \
802 /** arena */ i(string, MUTATOR_ARGV_0_string) \
803 /**/ o(string, MUTATOR_ARGV_0_string) \
805 MUTATOR_HOOKABLE(SetWeaponArena, EV_SetWeaponArena);
807 #define EV_DropSpecialItems(i, o) \
808 /** target */ i(entity, MUTATOR_ARGV_0_entity) \
810 MUTATOR_HOOKABLE(DropSpecialItems, EV_DropSpecialItems);
813 * called when an admin tries to kill all monsters
814 * return 1 to prevent spawning
816 #define EV_AllowMobButcher(i, o) \
817 /** reason */ o(string, MUTATOR_ARGV_0_string) \
819 MUTATOR_HOOKABLE(AllowMobButcher, EV_AllowMobButcher);
821 MUTATOR_HOOKABLE(ReadLevelCvars, EV_NO_ARGS);
823 #define EV_SendWaypoint(i, o) \
824 /** waypoint */ i(entity, MUTATOR_ARGV_0_entity) \
825 /** to */ i(entity, MUTATOR_ARGV_1_entity) \
826 /** send flags */ i(int, MUTATOR_ARGV_2_int) \
827 /**/ o(int, MUTATOR_ARGV_2_int) \
828 /** wp flag */ i(int, MUTATOR_ARGV_3_int) \
829 /**/ o(int, MUTATOR_ARGV_3_int) \
831 MUTATOR_HOOKABLE(SendWaypoint, EV_SendWaypoint);
833 #define EV_TurretValidateTarget(i, o) \
834 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
835 /** target */ i(entity, MUTATOR_ARGV_1_entity) \
836 /** validate flags */ i(int, MUTATOR_ARGV_2_int) \
837 /** target score */ o(float, MUTATOR_ARGV_3_float) \
839 MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
841 #define EV_TurretThink(i, o) \
842 /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
844 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
846 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
849 #define EV_PrepareExplosionByDamage(i, o) \
850 /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
851 /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
853 MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
855 /** called when a monster model is about to be set, allows custom paths etc. */
856 #define EV_MonsterModel(i, o) \
857 /** model */ i(string, MUTATOR_ARGV_0_string) \
858 /** output */ i(string, MUTATOR_ARGV_1_string) \
859 /**/ o(string, MUTATOR_ARGV_1_string) \
861 MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
864 #define EV_Player_ChangeTeam(i, o) \
865 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
866 /** current team */ i(float, MUTATOR_ARGV_1_float) \
867 /** new team */ i(float, MUTATOR_ARGV_2_float) \
869 MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
872 #define EV_URI_GetCallback(i, o) \
873 /** id */ i(float, MUTATOR_ARGV_0_float) \
874 /** status */ i(float, MUTATOR_ARGV_1_float) \
875 /** data */ i(string, MUTATOR_ARGV_2_string) \
877 MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
880 * return true to prevent weapon use for a player
882 #define EV_ForbidWeaponUse(i, o) \
883 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
885 MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
887 /** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
888 #define EV_CopyBody(i, o) \
889 /** player */ i(entity, MUTATOR_ARGV_0_entity) \
890 /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
891 /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
893 MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);