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events.qh File Reference
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Macros

#define EV_BuildGameplayTipsString(i, o)
 appends mutator string for displaying extra gameplay tips More...
 
#define EV_BuildMutatorsPrettyString(i, o)
 appends ", Mutator name" to ret_string for display More...
 
#define EV_BuildMutatorsString(i, o)
 appends ":mutatorname" to argument for logging More...
 
#define EV_IsFlying(i, o)   i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_NO_ARGS(i, o)
 
#define EV_PlayerCanCrouch(i, o)
 decides whether a player can crouch or not More...
 
#define EV_PlayerJump(i, o)
 called when a player presses the jump key More...
 
#define EV_PlayerPhysics(i, o)
 called before any player physics, may adjust variables for movement, is run AFTER bot code and idle checking on the server More...
 
#define EV_PM_Physics(i, o)
 called during player physics, allows adjusting the movement type used More...
 
#define EV_WeaponModel(i, o)
 called when a weapon model is about to be set, allows custom paths etc. More...
 
#define EV_WeaponSound(i, o)
 called when a weapon sound is about to be played, allows custom paths etc. More...
 
#define EV_WP_Format(i, o)
 
#define M_ARGV(x, type)   MUTATOR_ARGV_##x##_##type
 
#define MUTATOR_NEWGLOBAL(x, type)   type MUTATOR_ARGV_##x##_##type;
 
#define MUTATOR_TYPES(_, x)
 

Functions

 MUTATOR_HOOKABLE (BuildMutatorsString, EV_BuildMutatorsString)
 
 MUTATOR_HOOKABLE (BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString)
 
 MUTATOR_HOOKABLE (BuildGameplayTipsString, EV_BuildGameplayTipsString)
 
 MUTATOR_HOOKABLE (IsFlying, EV_IsFlying)
 
 MUTATOR_HOOKABLE (WP_Format, EV_WP_Format)
 
 MUTATOR_HOOKABLE (PlayerPhysics, EV_PlayerPhysics)
 
 MUTATOR_HOOKABLE (PlayerJump, EV_PlayerJump)
 
 MUTATOR_HOOKABLE (PM_Physics, EV_PM_Physics)
 
 MUTATOR_HOOKABLE (WeaponSound, EV_WeaponSound)
 
 MUTATOR_HOOKABLE (WeaponModel, EV_WeaponModel)
 
 MUTATOR_HOOKABLE (PlayerCanCrouch, EV_PlayerCanCrouch)
 

Macro Definition Documentation

◆ EV_BuildGameplayTipsString

#define EV_BuildGameplayTipsString (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \
o(string, MUTATOR_ARGV_0_string) \

appends mutator string for displaying extra gameplay tips

Definition at line 52 of file events.qh.

◆ EV_BuildMutatorsPrettyString

#define EV_BuildMutatorsPrettyString (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \
o(string, MUTATOR_ARGV_0_string) \

appends ", Mutator name" to ret_string for display

Definition at line 45 of file events.qh.

◆ EV_BuildMutatorsString

#define EV_BuildMutatorsString (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \
o(string, MUTATOR_ARGV_0_string) \

appends ":mutatorname" to argument for logging

Definition at line 38 of file events.qh.

◆ EV_IsFlying

#define EV_IsFlying (   i,
 
)    i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 58 of file events.qh.

◆ EV_NO_ARGS

#define EV_NO_ARGS (   i,
 
)

Definition at line 3 of file events.qh.

◆ EV_PlayerCanCrouch

#define EV_PlayerCanCrouch (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(bool, MUTATOR_ARGV_1_bool) \
o(bool, MUTATOR_ARGV_1_bool) \
entity() spawn

decides whether a player can crouch or not

Definition at line 117 of file events.qh.

◆ EV_PlayerJump

#define EV_PlayerJump (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
o(float, MUTATOR_ARGV_1_float) \ i(bool, MUTATOR_ARGV_2_bool) \
o(bool, MUTATOR_ARGV_2_bool) \
entity() spawn

called when a player presses the jump key

Definition at line 83 of file events.qh.

◆ EV_PlayerPhysics

#define EV_PlayerPhysics (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
entity() spawn

called before any player physics, may adjust variables for movement, is run AFTER bot code and idle checking on the server

Definition at line 76 of file events.qh.

◆ EV_PM_Physics

#define EV_PM_Physics (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \ i(float, MUTATOR_ARGV_2_float) \
entity() spawn

called during player physics, allows adjusting the movement type used

Definition at line 93 of file events.qh.

◆ EV_WeaponModel

#define EV_WeaponModel (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \

called when a weapon model is about to be set, allows custom paths etc.

Definition at line 109 of file events.qh.

◆ EV_WeaponSound

#define EV_WeaponSound (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \

called when a weapon sound is about to be played, allows custom paths etc.

Definition at line 101 of file events.qh.

◆ EV_WP_Format

#define EV_WP_Format (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \
i(string, MUTATOR_ARGV_1_string) \
o(vector, MUTATOR_ARGV_2_vector) \
o(string, MUTATOR_ARGV_3_string) \
o(string, MUTATOR_ARGV_4_string) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

Definition at line 63 of file events.qh.

◆ M_ARGV

◆ MUTATOR_NEWGLOBAL

#define MUTATOR_NEWGLOBAL (   x,
  type 
)    type MUTATOR_ARGV_##x##_##type;

Definition at line 18 of file events.qh.

◆ MUTATOR_TYPES

#define MUTATOR_TYPES (   _,
 
)
Value:
_(x, bool) \
_(x, int) \
_(x, entity) \
_(x, float) \
_(x, vector) \
_(x, string) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

Definition at line 7 of file events.qh.

Function Documentation

◆ MUTATOR_HOOKABLE() [1/11]

MUTATOR_HOOKABLE ( BuildMutatorsString  ,
EV_BuildMutatorsString   
)

◆ MUTATOR_HOOKABLE() [2/11]

MUTATOR_HOOKABLE ( BuildMutatorsPrettyString  ,
EV_BuildMutatorsPrettyString   
)

◆ MUTATOR_HOOKABLE() [3/11]

MUTATOR_HOOKABLE ( BuildGameplayTipsString  ,
EV_BuildGameplayTipsString   
)

◆ MUTATOR_HOOKABLE() [4/11]

MUTATOR_HOOKABLE ( IsFlying  ,
EV_IsFlying   
)

◆ MUTATOR_HOOKABLE() [5/11]

MUTATOR_HOOKABLE ( WP_Format  ,
EV_WP_Format   
)

◆ MUTATOR_HOOKABLE() [6/11]

MUTATOR_HOOKABLE ( PlayerPhysics  ,
EV_PlayerPhysics   
)

◆ MUTATOR_HOOKABLE() [7/11]

MUTATOR_HOOKABLE ( PlayerJump  ,
EV_PlayerJump   
)

◆ MUTATOR_HOOKABLE() [8/11]

MUTATOR_HOOKABLE ( PM_Physics  ,
EV_PM_Physics   
)

◆ MUTATOR_HOOKABLE() [9/11]

MUTATOR_HOOKABLE ( WeaponSound  ,
EV_WeaponSound   
)

◆ MUTATOR_HOOKABLE() [10/11]

MUTATOR_HOOKABLE ( WeaponModel  ,
EV_WeaponModel   
)

◆ MUTATOR_HOOKABLE() [11/11]

MUTATOR_HOOKABLE ( PlayerCanCrouch  ,
EV_PlayerCanCrouch   
)