Go to the source code of this file.
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#define | EV_BuildGameplayTipsString(i, o) |
| appends mutator string for displaying extra gameplay tips More...
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#define | EV_BuildMutatorsPrettyString(i, o) |
| appends ", Mutator name" to ret_string for display More...
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#define | EV_BuildMutatorsString(i, o) |
| appends ":mutatorname" to argument for logging More...
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#define | EV_IsFlying(i, o) i(entity, MUTATOR_ARGV_0_entity) \ |
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#define | EV_NO_ARGS(i, o) |
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#define | EV_PlayerCanCrouch(i, o) |
| decides whether a player can crouch or not More...
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#define | EV_PlayerJump(i, o) |
| called when a player presses the jump key More...
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#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...
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#define | EV_PM_Physics(i, o) |
| called during player physics, allows adjusting the movement type used More...
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#define | EV_WeaponModel(i, o) |
| called when a weapon model is about to be set, allows custom paths etc. More...
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#define | EV_WeaponSound(i, o) |
| called when a weapon sound is about to be played, allows custom paths etc. More...
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#define | EV_WP_Format(i, o) |
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#define | M_ARGV(x, type) MUTATOR_ARGV_##x##_##type |
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#define | MUTATOR_NEWGLOBAL(x, type) type MUTATOR_ARGV_##x##_##type; |
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#define | MUTATOR_TYPES(_, x) |
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| MUTATOR_HOOKABLE (BuildMutatorsString, EV_BuildMutatorsString) |
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| MUTATOR_HOOKABLE (BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString) |
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| MUTATOR_HOOKABLE (BuildGameplayTipsString, EV_BuildGameplayTipsString) |
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| MUTATOR_HOOKABLE (IsFlying, EV_IsFlying) |
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| MUTATOR_HOOKABLE (WP_Format, EV_WP_Format) |
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| MUTATOR_HOOKABLE (PlayerPhysics, EV_PlayerPhysics) |
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| MUTATOR_HOOKABLE (PlayerJump, EV_PlayerJump) |
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| MUTATOR_HOOKABLE (PM_Physics, EV_PM_Physics) |
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| MUTATOR_HOOKABLE (WeaponSound, EV_WeaponSound) |
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| MUTATOR_HOOKABLE (WeaponModel, EV_WeaponModel) |
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| MUTATOR_HOOKABLE (PlayerCanCrouch, EV_PlayerCanCrouch) |
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◆ EV_BuildGameplayTipsString
#define EV_BuildGameplayTipsString |
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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 |
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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 |
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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 |
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◆ EV_NO_ARGS
#define EV_NO_ARGS |
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◆ EV_PlayerCanCrouch
#define EV_PlayerCanCrouch |
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Value: i(
entity, MUTATOR_ARGV_0_entity) \ i(
bool, MUTATOR_ARGV_1_bool) \
o(bool, MUTATOR_ARGV_1_bool) \
decides whether a player can crouch or not
Definition at line 117 of file events.qh.
◆ EV_PlayerJump
#define EV_PlayerJump |
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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) \
called when a player presses the jump key
Definition at line 83 of file events.qh.
◆ EV_PlayerPhysics
#define EV_PlayerPhysics |
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entity, MUTATOR_ARGV_0_entity) \ i(
float, MUTATOR_ARGV_1_float) \
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 |
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entity, MUTATOR_ARGV_0_entity) \ i(
float, MUTATOR_ARGV_1_float) \ i(
float, MUTATOR_ARGV_2_float) \
called during player physics, allows adjusting the movement type used
Definition at line 93 of file events.qh.
◆ EV_WeaponModel
#define EV_WeaponModel |
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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 |
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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 |
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Value:i(
entity, MUTATOR_ARGV_0_entity) \
i(string, MUTATOR_ARGV_1_string) \
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vector, MUTATOR_ARGV_2_vector) \
o(string, MUTATOR_ARGV_3_string) \
o(string, MUTATOR_ARGV_4_string) \
vector(float skel, float bonenum) _skel_get_boneabs_hidden
Definition at line 63 of file events.qh.
◆ M_ARGV
#define M_ARGV |
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Definition at line 17 of file events.qh.
Referenced by AnnouncerOption(), AppendItemcodes(), bot_fixcount(), buff_Touch(), CheckPlayerJump(), CheckRules_World(), ClientKill_TeamChange(), CommonCommand_editmob(), Damage(), Draw_ShowNames(), fireBullet_antilag(), FixPlayermodel(), formatmessage(), GetPlayerLimit(), getrecords(), GetResourceLimit(), getwelcomemessage(), GiveFrags(), GiveResource(), GiveResourceWithLimit(), GrapplingHookThink(), HUD_Draw(), Item_ItemsTime_Allow(), Item_Model(), Item_Sound(), Item_Touch(), M_Model(), monster_dropitem(), Monster_Move(), MUTATOR_HOOKFUNCTION(), Obituary(), player_regen(), PlayerDamage(), PlayerJump(), PlayerScore_Add(), PM_ClientMovement_UpdateStatus(), RandomItems_GetRandomItemClassName(), readplayerstartcvars(), Say(), SetResource(), Spawn_Score(), spawnfunc(), Spectate(), SpectateNext(), SpectatePrev(), TakeResource(), TakeResourceWithLimit(), TeamBalance_CheckAllowedTeams(), TeamBalance_FindBestTeams(), TeamBalance_GetPlayerForTeamSwitch(), TeamBalance_GetTeamCounts(), View_EventChase(), W_DecreaseAmmo(), W_Model(), W_Sound(), W_WeaponRateFactor(), W_WeaponSpeedFactor(), want_weapon(), and weapon_defaultspawnfunc().
◆ MUTATOR_NEWGLOBAL
#define MUTATOR_NEWGLOBAL |
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◆ MUTATOR_TYPES
#define MUTATOR_TYPES |
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Value:_(x, bool) \
_(x, int) \
_(x, float) \
_(x, string) \
vector(float skel, float bonenum) _skel_get_boneabs_hidden
Definition at line 7 of file events.qh.
◆ MUTATOR_HOOKABLE() [1/11]
◆ MUTATOR_HOOKABLE() [2/11]
◆ MUTATOR_HOOKABLE() [3/11]
◆ MUTATOR_HOOKABLE() [4/11]
◆ MUTATOR_HOOKABLE() [5/11]
◆ MUTATOR_HOOKABLE() [6/11]
◆ MUTATOR_HOOKABLE() [7/11]
◆ MUTATOR_HOOKABLE() [8/11]
◆ MUTATOR_HOOKABLE() [9/11]
◆ MUTATOR_HOOKABLE() [10/11]
◆ MUTATOR_HOOKABLE() [11/11]