-MUTATOR_HOOKABLE(MakePlayerObserver);
- // called when a player becomes observer, after shared setup
-
-MUTATOR_HOOKABLE(PutClientInServer);
-// entity self; // client wanting to spawn
-
-MUTATOR_HOOKABLE(PlayerSpawn);
- entity spawn_spot; // spot that was used, or world
- // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
-
-MUTATOR_HOOKABLE(reset_map_global);
- // called in reset_map
-
-MUTATOR_HOOKABLE(reset_map_players);
- // called in reset_map
-
-MUTATOR_HOOKABLE(ForbidPlayerScore_Clear);
- // returns 1 if clearing player score shall not be allowed
-
-MUTATOR_HOOKABLE(ClientDisconnect);
- // called when a player disconnects
-
-MUTATOR_HOOKABLE(PlayerDies);
- // called when a player dies to e.g. remove stuff he was carrying.
- // INPUT:
- entity frag_inflictor;
- entity frag_attacker;
- entity frag_target; // same as self
- float frag_deathtype;
-
-MUTATOR_HOOKABLE(PlayerJump);
- // called when a player presses the jump key
- // INPUT, OUTPUT:
- float player_multijump;
- float player_jumpheight;
-
-MUTATOR_HOOKABLE(GiveFragsForKill);
- // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
- // INPUT:
-// entity frag_attacker; // same as self
-// entity frag_target;
- // INPUT, OUTPUT:
- float frag_score;
-
-MUTATOR_HOOKABLE(MatchEnd);
- // called when the match ends
-
-MUTATOR_HOOKABLE(GetTeamCount);
- // should adjust ret_float to contain the team count
- // INPUT, OUTPUT:
- float ret_float;
-
-MUTATOR_HOOKABLE(SpectateCopy);
- // copies variables for spectating "other" to "self"
- // INPUT:
-// entity other;
-
-MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
- // returns 1 if throwing the current weapon shall not be allowed
-
-MUTATOR_HOOKABLE(WeaponRateFactor);
- // allows changing attack rate
- // INPUT, OUTPUT:
- float weapon_rate;
-
-MUTATOR_HOOKABLE(SetStartItems);
- // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
-
-MUTATOR_HOOKABLE(BuildMutatorsString);
- // appends ":mutatorname" to ret_string for logging
- // INPUT, OUTPUT:
- string ret_string;
-
-MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
- // appends ", Mutator name" to ret_string for display
- // INPUT, OUTPUT:
-// string ret_string;
-
-MUTATOR_HOOKABLE(CustomizeWaypoint);
- // called every frame
- // customizes the waypoint for spectators
- // INPUT: self = waypoint, other = player, other.enemy = spectator
-
-MUTATOR_HOOKABLE(FilterItem);
- // checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
- // return error to request removal
-
-MUTATOR_HOOKABLE(TurretSpawn);
- // return error to request removal
- // INPUT: self - turret
-
-MUTATOR_HOOKABLE(OnEntityPreSpawn);
- // return error to prevent entity spawn, or modify the entity
-
-MUTATOR_HOOKABLE(PlayerPreThink);
- // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
-
-MUTATOR_HOOKABLE(GetPressedKeys);
- // TODO change this into a general PlayerPostThink hook?
-
-MUTATOR_HOOKABLE(PlayerPhysics);
- // called before any player physics, may adjust variables for movement,
- // is run AFTER bot code and idle checking
-
-MUTATOR_HOOKABLE(GetCvars);
- // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
- // INPUT:
- float get_cvars_f;
- string get_cvars_s;
-
-MUTATOR_HOOKABLE(EditProjectile);
- // can edit any "just fired" projectile
- // INPUT:
-// entity self;
-// entity other;
-
-MUTATOR_HOOKABLE(MonsterSpawn);
- // called when a monster spawns
-
-MUTATOR_HOOKABLE(MonsterDies);
- // called when a monster dies
- // INPUT:
-// entity frag_attacker;
-
-MUTATOR_HOOKABLE(MonsterRespawn);
+#define EV_NO_ARGS(i, o)
+
+/** called when a player becomes observer, after shared setup */
+#define EV_MakePlayerObserver(i, o) \
+ /**/
+MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
+
+/** */
+#define EV_PutClientInServer(i, o) \
+ /** client wanting to spawn */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
+
+/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
+#define EV_PlayerSpawn(i, o) \
+ /** spot that was used, or world */ i(entity, spawn_spot) \
+ /**/
+entity spawn_spot;
+MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
+
+/** called in reset_map */
+#define EV_reset_map_global(i, o) \
+ /**/
+MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
+
+/** called in reset_map */
+#define EV_reset_map_players(i, o) \
+ /**/
+MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
+
+/** returns 1 if clearing player score shall not be allowed */
+#define EV_ForbidPlayerScore_Clear(i, o) \
+ /**/
+MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
+
+/** called when a player disconnects */
+#define EV_ClientDisconnect(i, o) \
+ /**/
+MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
+
+/** called when a player dies to e.g. remove stuff he was carrying. */
+#define EV_PlayerDies(i, o) \
+ /**/ i(entity, frag_inflictor) \
+ /**/ i(entity, frag_attacker) \
+ /** same as self */ i(entity, frag_target) \
+ /**/ i(int, frag_deathtype) \
+ /**/
+entity frag_inflictor;
+entity frag_attacker;
+entity frag_target;
+int frag_deathtype;
+MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
+
+/** called when a player presses the jump key */
+#define EV_PlayerJump(i, o) \
+ /**/ i(float, player_multijump) \
+ /**/ i(float, player_jumpheight) \
+ /**/ o(float, player_multijump) \
+ /**/ o(float, player_jumpheight) \
+ /**/
+float player_multijump;
+float player_jumpheight;
+MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
+
+/** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
+#define EV_GiveFragsForKill(i, o) \
+ /** same as self */ i(entity, frag_attacker) \
+ /**/ i(entity, frag_target) \
+ /**/ i(float, frag_score) \
+ /**/ o(float, frag_score) \
+ /**/
+float frag_score;
+MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
+
+/** called when the match ends */
+MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
+
+/** should adjust ret_float to contain the team count */
+#define EV_GetTeamCount(i, o) \
+ /**/ i(float, ret_float) \
+ /**/ o(float, ret_float) \
+ /**/
+float ret_float;
+MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
+
+/** copies variables for spectating "other" to "self" */
+#define EV_SpectateCopy(i, o) \
+ /**/ i(entity, other) \
+ /**/ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
+
+/** returns 1 if throwing the current weapon shall not be allowed */
+MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
+
+/** allows changing attack rate */
+#define EV_WeaponRateFactor(i, o) \
+ /**/ i(float, weapon_rate) \
+ /**/ o(float, weapon_rate) \
+ /**/
+float weapon_rate;
+MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
+
+/** allows changing weapon speed (projectiles mostly) */
+#define EV_WeaponSpeedFactor(i, o) \
+ /**/ i(float, ret_float) \
+ /**/ o(float, ret_float) \
+ /**/
+MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
+
+/** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
+MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
+
+/** appends ":mutatorname" to ret_string for logging */
+#define EV_BuildMutatorsString(i, o) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/
+string ret_string;
+MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString);
+
+/** appends ", Mutator name" to ret_string for display */
+#define EV_BuildMutatorsPrettyString(i, o) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/
+MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString);
+
+/** called every frame. customizes the waypoint for spectators */
+#define EV_CustomizeWaypoint(i, o) \
+ /** waypoint */ i(entity, self) \
+ /** player; other.enemy = spectator */ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
+
+/**
+ * checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
+ * return error to request removal
+ */
+MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
+
+/** return error to request removal */
+#define EV_TurretSpawn(i, o) \
+ /** turret */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
+
+/** return error to prevent entity spawn, or modify the entity */
+MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
+
+/** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
+MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
+
+/** TODO change this into a general PlayerPostThink hook? */
+MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
+
+/**
+ * called before any player physics, may adjust variables for movement,
+ * is run AFTER bot code and idle checking
+ */
+MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
+
+/** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
+#define EV_GetCvars(i, o) \
+ /**/ i(float, get_cvars_f) \
+ /**/ i(string, get_cvars_s) \
+ /**/
+float get_cvars_f;
+string get_cvars_s;
+MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
+
+/** can edit any "just fired" projectile */
+#define EV_EditProjectile(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
+
+/** called when a monster spawns */
+MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
+
+/** called when a monster dies */
+#define EV_MonsterDies(i, o) \
+ /**/ i(entity, frag_attacker) \
+ /**/
+MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
+
+MUTATOR_HOOKABLE(MonsterRespawn, EV_NO_ARGS);