**Note:** The article is written as developer notes to ease developer tasks and save QuakeC function terms here. Some references are taken from `events.qh`. # MUTATOR functions (from: `qcsrc/server/mutators/events.qh`) ### Introduction How to use MUTATOR functions: **Attention:** to use a hook, first register your mutator using `REGISTER_MUTATOR`, then create your function using `MUTATOR_HOOKFUNCTION`. - **`REGISTER_MUTATOR`** Registers a new `MUTATOR_HOOKFUNCTION`. ```c REGISTER_MUTATOR(new_mutator_name, some_variable); ``` - **`MUTATOR_HOOKFUNCTION`** Creates a function and calls `new_mutator_name` (from `REGISTER_MUTATOR`) and one of `#define MUTATOR()` (from `qcsrc/server/mutators/events.qh` main hooks). Example: ```c MUTATOR_HOOKFUNCTION(new_mutator_name_or_events.qh_main_hook, PlayerSpawn) { // whatever does } ``` - **`MUTATOR_CALLHOOK`** Calls some `MUTATOR_HOOKFUNCTION`. ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook); ``` There are different versions and depends how many variables need to be called in a `MUTATOR_HOOKFUNCTION`: 1 `MUTATOR_HOOKFUNCTION` and 1 variable: ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable); ``` 1 `MUTATOR_HOOKFUNCTION` and 2 variables: ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable); ``` 1 `MUTATOR_HOOKFUNCTION` and 3 variables: ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable, some_variable); ``` 1 `MUTATOR_HOOKFUNCTION` and multiple variables: ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable, some_variable, some_variable, ...); ```

## List of MUTATOR functions - **`MakePlayerObserver`** Called when a player becomes observer, after shared setup. ```c #define EV_MakePlayerObserver(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver) ``` - **`PutClientInServer`** Called when client spawns in server. (Not sure described) ```c #define EV_PutClientInServer(i, o) \ /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer); ``` - **`ForbidSpawn`** Returns true to prevent a spectator/observer to spawn as player. ```c #define EV_ForbidSpawn(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn); ``` - **`AutoJoinOnConnection`** Returns true if client should be put as player on connection. ```c #define EV_AutoJoinOnConnection(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(AutoJoinOnConnection, EV_AutoJoinOnConnection); ``` - **`ForbidRandomStartWeapons`** Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. ```c #define EV_ForbidRandomStartWeapons(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons); ``` - **`PlayerSpawn`** Called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) ```c #define EV_PlayerSpawn(i, o) \ /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \ /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn); ``` - **`PlayerWeaponSelect`** Called after a player's weapon is chosen so it can be overriden here. ```c #define EV_PlayerWeaponSelect(i, o) \ /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect); ``` - **`reset_map_global`** Called in reset_map. ```c #define EV_reset_map_global(i, o) \ /**/ MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global); ``` - **`reset_map_players`** Called in reset_map. ```c #define EV_reset_map_players(i, o) \ /**/ MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players); ``` - **`ForbidPlayerScore_Clear`** Returns 1 if clearing player score shall not be allowed. ```c #define EV_ForbidPlayerScore_Clear(i, o) \ /**/ MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear); ``` - **`ClientDisconnect`** Called when a player disconnects. ```c #define EV_ClientDisconnect(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect); ``` - **`PlayerDies`** Called when a player dies to e.g. remove stuff he was carrying. ```c #define EV_PlayerDies(i, o) \ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /** target */ i(entity, MUTATOR_ARGV_2_entity) \ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \ /** damage */ i(float, MUTATOR_ARGV_4_float) \ /** damage */ o(float, MUTATOR_ARGV_4_float) \ /**/ MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies); ``` - **`PlayerDied`** Called after a player died. ```c #define EV_PlayerDied(i, o) \ /** player */ i(entity, MUTATOR_ARGV_0_entity) \ /**/ MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied); ``` - **`ClientObituary`** Called when showing an obituary for the player. Returns true to show nothing (workarounds may be needed). ```c #define EV_ClientObituary(i, o) \ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /** target */ i(entity, MUTATOR_ARGV_2_entity) \ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \ /** wep entity */ i(entity, MUTATOR_ARGV_4_entity) \ /** anonymous killer*/ o(bool, MUTATOR_ARGV_5_bool) \ /**/ MUTATOR_HOOKABLE(ClientObituary, EV_ClientObituary); ``` - **`FragCenterMessage`** Allows overriding the frag centerprint messages. ```c #define EV_FragCenterMessage(i, o) \ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /** deathtype */ i(float, MUTATOR_ARGV_2_float) \ /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \ /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \ /**/ MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage); ``` - **`PlayHitsound`** Called when a player dies to e.g. remove stuff he was carrying. ```c #define EV_PlayHitsound(i, o) \ /** victim */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /**/ MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound); ``` - **`ItemModel`** Called when an item model is about to be set, allows custom paths etc. ```c #define EV_ItemModel(i, o) \ /** model */ i(string, MUTATOR_ARGV_0_string) \ /** output */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(ItemModel, EV_ItemModel); ``` - **`ItemSound`** Called when an item sound is about to be played, allows custom paths etc. ```c #define EV_ItemSound(i, o) \ /** sound */ i(string, MUTATOR_ARGV_0_string) \ /** output */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /**/ MUTATOR_HOOKABLE(ItemSound, EV_ItemSound); ``` - **`GiveFragsForKill`** Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill. ```c #define EV_GiveFragsForKill(i, o) \ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \ /** target */ i(entity, MUTATOR_ARGV_1_entity) \ /** frag score */ i(float, MUTATOR_ARGV_2_float) \ /** */ o(float, MUTATOR_ARGV_2_float) \ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \ /** wep entity */ i(entity, MUTATOR_ARGV_4_entity) \ /**/ MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill); ``` - **`MatchEnd`** Called when the match ends. ```c MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS); ``` - **`TeamBalance_CheckAllowedTeams`** Allows adjusting allowed teams. Return true to use the bitmask value and set non-empty string to use team entity name. Both behaviors can be active at the same time and will stack allowed teams. ```c #define EV_TeamBalance_CheckAllowedTeams(i, o) \ /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \ /**/ o(float, MUTATOR_ARGV_0_float) \ /** team entity name */ i(string, MUTATOR_ARGV_1_string) \ /**/ o(string, MUTATOR_ARGV_1_string) \ /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \ /**/ MUTATOR_HOOKABLE(TeamBalance_CheckAllowedTeams, EV_TeamBalance_CheckAllowedTeams); ```

- **`Damage_Calculate`** 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). ```c #define EV_Damage_Calculate(i, o) \ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ /** target */ i(entity, MUTATOR_ARGV_2_entity) \ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \ /** damage */ i(float, MUTATOR_ARGV_4_float) \ /** damage */ o(float, MUTATOR_ARGV_4_float) \ /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \ /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \ /** force */ i(vector, MUTATOR_ARGV_6_vector) \ /** force */ o(vector, MUTATOR_ARGV_6_vector) \ /** weapon entity */ i(entity, MUTATOR_ARGV_7_entity) \ /**/ MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate); ```

AND.... STILL in process