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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / base.qh
index 95d85d793963181309ad6e63f182106c055717cb..2a9a48adba70d76f669f29f5646b34861d917935 100644 (file)
-#define CBC_ORDER_EXCLUSIVE 3
-#define CBC_ORDER_FIRST 1
-#define CBC_ORDER_LAST 2
-#define CBC_ORDER_ANY 4
+#ifndef MUTATORS_BASE_H
+#define MUTATORS_BASE_H
+const int CBC_ORDER_FIRST = 1;
+const int CBC_ORDER_LAST = 2;
+const int CBC_ORDER_EXCLUSIVE = 3;
+const int CBC_ORDER_ANY = 4;
 
-float CallbackChain_ReturnValue; // read-only field of the current return value
+bool CallbackChain_ReturnValue; // read-only field of the current return value
 
 entity CallbackChain_New(string name);
-float CallbackChain_Add(entity cb, float() func, float order);
-float CallbackChain_Remove(entity cb, float() func);
+bool CallbackChain_Add(entity cb, bool() func, int order);
+int CallbackChain_Remove(entity cb, bool() func);
 // a callback function is like this:
-// float mycallback(entity me)
+// bool mycallback(entity me)
 // {
 //   do something
-//   return r;
+//   return false;
 // }
-float CallbackChain_Call(entity cb);
-
-#define MUTATOR_REMOVING 0
-#define MUTATOR_ADDING 1
-#define MUTATOR_ROLLING_BACK 2
-typedef float(float) mutatorfunc_t;
-float Mutator_Add(mutatorfunc_t func, string name);
+bool CallbackChain_Call(entity cb);
+
+enum {
+       MUTATOR_REMOVING,
+       MUTATOR_ADDING,
+       MUTATOR_ROLLING_BACK
+};
+typedef bool(int) mutatorfunc_t;
+bool Mutator_Add(mutatorfunc_t func, string name);
 void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
 
 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
 #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
-#define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
-#define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
-#define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
-#define MUTATOR_HOOK(cb,func,order) do { if(mode == MUTATOR_ADDING) { if(!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb); if(!CallbackChain_Add(HOOK_##cb,HOOKFUNCTION_##func,order)) { print("HOOK FAILED: ", #func, "\n"); return 1; } } else if(mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK) { if(HOOK_##cb) CallbackChain_Remove(HOOK_##cb,HOOKFUNCTION_##func); } } while(0)
-#define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
-#define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING)
-#define MUTATOR_ONROLLBACK_OR_REMOVE if(mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
-
-#define MUTATOR_HOOKABLE(cb) entity HOOK_##cb
-#define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
+#define MUTATOR_DEFINITION(name) bool MUTATOR_##name(int mode)
+#define MUTATOR_DECLARATION(name) bool MUTATOR_##name(int mode)
+#define MUTATOR_HOOKFUNCTION(name) bool HOOKFUNCTION_##name()
+#define MUTATOR_HOOK(cb, func, order) do {                                                                             \
+       MUTATOR_ONADD {                                                                                                                         \
+               if (!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb);                                     \
+               if (!CallbackChain_Add(HOOK_##cb, HOOKFUNCTION_##func, order)) {                \
+                       print("HOOK FAILED: ", #func, "\n");                                                            \
+                       return true;                                                                                                            \
+               }                                                                                                                                               \
+       }                                                                                                                                                       \
+       MUTATOR_ONROLLBACK_OR_REMOVE {                                                                                          \
+               if (HOOK_##cb) CallbackChain_Remove(HOOK_##cb, HOOKFUNCTION_##func);    \
+       }                                                                                                                                                       \
+} while(0)
+#define MUTATOR_ONADD if (mode == MUTATOR_ADDING)
+#define MUTATOR_ONREMOVE if (mode == MUTATOR_REMOVING)
+#define MUTATOR_ONROLLBACK_OR_REMOVE if (mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
+
+#define _MUTATOR_HOOKABLE(id, ...) entity HOOK_##id; bool __Mutator_Send_##id(__VA_ARGS__)
+#define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__)
 
 #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
 
+#define HANDLE_NOP(type, id)
+#define HANDLE_PARAMS(type, id) , type in_##id
+#define HANDLE_PREPARE(type, id) id = in_##id;
+#define HANDLE_PUSHTMP(type, id) type tmp_##id = id;
+#define HANDLE_PUSHOUT(type, id) type out_##id = id;
+#define HANDLE_POPTMP(type, id) id = tmp_##id;
+#define HANDLE_POPOUT(type, id) id = out_##id;
 
+#define MUTATOR_HOOKABLE(id, params) \
+       _MUTATOR_HOOKABLE(id, int params(HANDLE_PARAMS, HANDLE_NOP)) { \
+               params(HANDLE_PUSHTMP, HANDLE_NOP) \
+               params(HANDLE_PREPARE, HANDLE_NOP) \
+               bool ret = CallbackChain_Call(HOOK_##id); \
+               params(HANDLE_NOP,     HANDLE_PUSHOUT) \
+               params(HANDLE_POPTMP,  HANDLE_NOP) \
+               params(HANDLE_NOP,     HANDLE_POPOUT) \
+               return ret; \
+       }
 
 
-// register all possible hooks here
-
-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);
+// register all possible hooks here
+// some parameters are commented to avoid duplicate declarations
+
+#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_GetCvars);
+
+/** 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);
        // called when a monster wants to respawn
        // INPUT:
-               entity other;
-               
-MUTATOR_HOOKABLE(MonsterDropItem);
+//             entity other;
+
+MUTATOR_HOOKABLE(MonsterDropItem, EV_NO_ARGS);
        // called when a monster is dropping loot
        // INPUT, OUTPUT:
                .void() monster_loot;
-               entity other;
-       
-MUTATOR_HOOKABLE(MonsterMove);
+//             entity other;
+
+MUTATOR_HOOKABLE(MonsterMove, EV_NO_ARGS);
        // called when a monster moves
-       // returning TRUE makes the monster stop
+       // returning true makes the monster stop
        // INPUT:
                float monster_speed_run;
                float monster_speed_walk;
                entity monster_target;
-    
-MUTATOR_HOOKABLE(MonsterFindTarget);
+
+MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
        // called when a monster looks for another target
-    
-MUTATOR_HOOKABLE(MonsterCheckBossFlag);
+
+MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
     // called to change a random monster to a miniboss
 
-MUTATOR_HOOKABLE(AllowMobSpawning);
+MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
        // called when a player tries to spawn a monster
        // return 1 to prevent spawning
 
-MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
+MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_NO_ARGS);
        // called when a player gets damaged to e.g. remove stuff he was carrying.
        // INPUT:
-               entity frag_inflictor;
-               entity frag_attacker;
-               entity frag_target; // same as self
+//             entity frag_inflictor;
+//             entity frag_attacker;
+//             entity frag_target; // same as self
                vector damage_force; // NOTE: this force already HAS been applied
        // INPUT, OUTPUT:
                float damage_take;
                float damage_save;
 
-MUTATOR_HOOKABLE(PlayerDamage_Calculate);
+MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_NO_ARGS);
        // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
        // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
        // INPUT:
-               entity frag_attacker;
-               entity frag_target;
-               float frag_deathtype;
+//             entity frag_attacker;
+//             entity frag_target;
+//             float frag_deathtype;
        // INPUT, OUTPUT:
                float frag_damage;
                float frag_mirrordamage;
                vector frag_force;
 
-MUTATOR_HOOKABLE(PlayerPowerups);
+MUTATOR_HOOKABLE(PlayerPowerups, EV_NO_ARGS);
        // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
        // INPUT
-       entity self;
-       float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
+//     entity self;
+       int olditems; // also technically output, but since it is at the end of the function it's useless for that :P
 
-MUTATOR_HOOKABLE(PlayerRegen);
+MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
        // called every player think frame
        // return 1 to disable regen
        // INPUT, OUTPUT:
@@ -234,19 +331,19 @@ MUTATOR_HOOKABLE(PlayerRegen);
                float regen_mod_rot;
                float regen_mod_limit;
 
-MUTATOR_HOOKABLE(PlayerUseKey);
+MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
        // called when the use key is pressed
        // if MUTATOR_RETURNVALUE is 1, don't do anything
        // return 1 if the use key actually did something
 
-MUTATOR_HOOKABLE(SV_ParseClientCommand);
+MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_NO_ARGS);
        // called when a client command is parsed
        // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
        // NOTE: return 1 if you handled the command, return 0 to continue handling
        // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
        // INPUT
        string cmd_name; // command name
-       float cmd_argc; // also, argv() can be used
+       int cmd_argc; // also, argv() can be used
        string cmd_string; // whole command, use only if you really have to
        /*
                // example:
@@ -268,109 +365,114 @@ MUTATOR_HOOKABLE(SV_ParseClientCommand);
                }
        */
 
-MUTATOR_HOOKABLE(Spawn_Score);
+MUTATOR_HOOKABLE(Spawn_Score, EV_NO_ARGS);
        // called when a spawnpoint is being evaluated
        // return 1 to make the spawnpoint unusable
        // INPUT
-       entity self; // player wanting to spawn
-       entity spawn_spot; // spot to be evaluated
+//     entity self; // player wanting to spawn
+//     entity spawn_spot; // spot to be evaluated
        // IN+OUT
        vector spawn_score; // _x is priority, _y is "distance"
 
-MUTATOR_HOOKABLE(SV_StartFrame);
+MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
        // runs globally each server frame
 
-MUTATOR_HOOKABLE(SetModname);
+MUTATOR_HOOKABLE(SetModname, EV_NO_ARGS);
        // OUT
-       string modname; // name of the mutator/mod if it warrants showing as such in the server browser
+//     string modname; // name of the mutator/mod if it warrants showing as such in the server browser
 
-MUTATOR_HOOKABLE(Item_Spawn);
+MUTATOR_HOOKABLE(Item_Spawn, EV_NO_ARGS);
        // called for each item being spawned on a map, including dropped weapons
        // return 1 to remove an item
        // INPUT
-       entity self; // the item
+//     entity self; // the item
 
-MUTATOR_HOOKABLE(SetWeaponreplace);
+MUTATOR_HOOKABLE(SetWeaponreplace, EV_NO_ARGS);
        // IN
-               entity self; // map entity
-               entity other; // weapon info
+//             entity self; // map entity
+//             entity other; // weapon info
        // IN+OUT
-               string ret_string;
+//             string ret_string;
 
-MUTATOR_HOOKABLE(Item_RespawnCountdown);
+MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_NO_ARGS);
        // called when an item is about to respawn
        // INPUT+OUTPUT:
        string item_name;
        vector item_color;
 
-MUTATOR_HOOKABLE(BotShouldAttack);
+MUTATOR_HOOKABLE(BotShouldAttack, EV_NO_ARGS);
        // called when a bot checks a target to attack
        // INPUT
        entity checkentity;
 
-MUTATOR_HOOKABLE(PortalTeleport);
+MUTATOR_HOOKABLE(PortalTeleport, EV_NO_ARGS);
        // called whenever a player goes through a portal gun teleport
        // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
        // INPUT
-       entity self;
+//     entity self;
 
-MUTATOR_HOOKABLE(HelpMePing);
+MUTATOR_HOOKABLE(HelpMePing, EV_NO_ARGS);
        // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
        // normally help me ping uses self.waypointsprite_attachedforcarrier,
        // but if your mutator uses something different then you can handle it
        // in a special manner using this hook
        // INPUT
-       entity self; // the player who pressed impulse 33
+//     entity self; // the player who pressed impulse 33
 
-MUTATOR_HOOKABLE(VehicleSpawn);
+MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
        // called when a vehicle initializes
-       // return TRUE to remove the vehicle
+       // return true to remove the vehicle
 
-MUTATOR_HOOKABLE(VehicleEnter);
+MUTATOR_HOOKABLE(VehicleEnter, EV_NO_ARGS);
        // called when a player enters a vehicle
        // allows mutators to set special settings in this event
        // INPUT
        entity vh_player; // player
        entity vh_vehicle; // vehicle
 
-MUTATOR_HOOKABLE(VehicleTouch);
+MUTATOR_HOOKABLE(VehicleTouch, EV_NO_ARGS);
        // called when a player touches a vehicle
-       // return TRUE to stop player from entering the vehicle
+       // return true to stop player from entering the vehicle
        // INPUT
-       entity self; // vehicle
-       entity other; // player
+//     entity self; // vehicle
+//     entity other; // player
 
-MUTATOR_HOOKABLE(VehicleExit);
+MUTATOR_HOOKABLE(VehicleExit, EV_NO_ARGS);
        // called when a player exits a vehicle
        // allows mutators to set special settings in this event
        // INPUT
-       entity vh_player; // player
-       entity vh_vehicle; // vehicle
+//     entity vh_player; // player
+//     entity vh_vehicle; // vehicle
 
-MUTATOR_HOOKABLE(AbortSpeedrun);
+MUTATOR_HOOKABLE(AbortSpeedrun, EV_NO_ARGS);
        // called when a speedrun is aborted and the player is teleported back to start position
        // INPUT
-       entity self; // player
+//     entity self; // player
 
-MUTATOR_HOOKABLE(ItemTouch);
+MUTATOR_HOOKABLE(ItemTouch, EV_NO_ARGS);
        // called at when a item is touched. Called early, can edit item properties.
-       entity self;    // item
-       entity other;   // player
-       #define MUT_ITEMTOUCH_CONTINUE 0 // return this flag to make the function continue as normal
-       #define MUT_ITEMTOUCH_RETURN 1 // return this flag to make the function return (handled entirely by mutator)
-       #define MUT_ITEMTOUCH_PICKUP 2 // return this flag to have the item "picked up" and taken even after mutator handled it
-
-MUTATOR_HOOKABLE(ClientConnect);
+//     entity self;    // item
+//     entity other;   // player
+enum {
+       MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
+       MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
+       MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
+};
+
+MUTATOR_HOOKABLE(ClientConnect, EV_NO_ARGS);
        // called at when a player connect
-       entity self;    // player
+//     entity self;    // player
 
-MUTATOR_HOOKABLE(HavocBot_ChooseRole);
-       entity self;
+MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_NO_ARGS);
+//     entity self;
 
-MUTATOR_HOOKABLE(AccuracyTargetValid);
+MUTATOR_HOOKABLE(AccuracyTargetValid, EV_NO_ARGS);
        // called when a target is checked for accuracy
-       entity frag_attacker; // attacker
-       entity frag_target; // target
-       #define MUT_ACCADD_VALID 0 // return this flag to make the function continue if target is a client
-       #define MUT_ACCADD_INVALID 1 // return this flag to make the function always continue
-       #define MUT_ACCADD_INDIFFERENT 2 // return this flag to make the function always return
+//     entity frag_attacker; // attacker
+//     entity frag_target; // target
+enum {
+       MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
+       MUT_ACCADD_INVALID, // return this flag to make the function always continue
+       MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
+};
+#endif