3 #define EV_NO_ARGS(i, o) 7 #define MUTATOR_TYPES(_, x) \ 17 #define M_ARGV(x, type) MUTATOR_ARGV_##x##_##type 18 #define MUTATOR_NEWGLOBAL(x, type) type MUTATOR_ARGV_##x##_##type; 33 #undef MUTATOR_NEWGLOBAL 38 #define EV_BuildMutatorsString(i, o) \ 39 i(string, MUTATOR_ARGV_0_string) \ 40 o(string, MUTATOR_ARGV_0_string) \ 45 #define EV_BuildMutatorsPrettyString(i, o) \ 46 i(string, MUTATOR_ARGV_0_string) \ 47 o(string, MUTATOR_ARGV_0_string) \ 52 #define EV_BuildGameplayTipsString(i, o) \ 53 i(string, MUTATOR_ARGV_0_string) \ 54 o(string, MUTATOR_ARGV_0_string) \ 58 #define EV_IsFlying(i, o) \ 59 i(entity, MUTATOR_ARGV_0_entity) \ 63 #define EV_WP_Format(i, o) \ 64 i(entity, MUTATOR_ARGV_0_entity) \ 65 i(string, MUTATOR_ARGV_1_string) \ 66 o(vector, MUTATOR_ARGV_2_vector) \ 67 o(string, MUTATOR_ARGV_3_string) \ 68 o(string, MUTATOR_ARGV_4_string) \ 76 #define EV_PlayerPhysics(i, o) \ 77 i(entity, MUTATOR_ARGV_0_entity) \ 78 i(float, MUTATOR_ARGV_1_float) \ 83 #define EV_PlayerJump(i, o) \ 84 i(entity, MUTATOR_ARGV_0_entity) \ 85 i(float, MUTATOR_ARGV_1_float) \ 86 o(float, MUTATOR_ARGV_1_float) \ 87 i(bool, MUTATOR_ARGV_2_bool) \ 88 o(bool, MUTATOR_ARGV_2_bool) \ 93 #define EV_PM_Physics(i, o) \ 94 i(entity, MUTATOR_ARGV_0_entity) \ 95 i(float, MUTATOR_ARGV_1_float) \ 96 i(float, MUTATOR_ARGV_2_float) \ 101 #define EV_WeaponSound(i, o) \ 102 i(string, MUTATOR_ARGV_0_string) \ 103 i(string, MUTATOR_ARGV_1_string) \ 104 o(string, MUTATOR_ARGV_1_string) \ 109 #define EV_WeaponModel(i, o) \ 110 i(string, MUTATOR_ARGV_0_string) \ 111 i(string, MUTATOR_ARGV_1_string) \ 112 o(string, MUTATOR_ARGV_1_string) \ 117 #define EV_PlayerCanCrouch(i, o) \ 118 i(entity, MUTATOR_ARGV_0_entity) \ 119 i(bool, MUTATOR_ARGV_1_bool) \ 120 o(bool, MUTATOR_ARGV_1_bool) \ #define MUTATOR_TYPES(_, x)
#define EV_PlayerJump(i, o)
called when a player presses the jump key
#define MUTATOR_NEWGLOBAL(x, type)
#define EV_WeaponSound(i, o)
called when a weapon sound is about to be played, allows custom paths etc.
#define EV_PlayerCanCrouch(i, o)
decides whether a player can crouch or not
MUTATOR_HOOKABLE(CSQC_ConsoleCommand, EV_CSQC_ConsoleCommand)
#define EV_WP_Format(i, o)
#define EV_BuildMutatorsString(i, o)
appends ":mutatorname" to argument for logging
bool IsFlying(entity this)
#define EV_BuildMutatorsPrettyString(i, o)
appends ", Mutator name" to ret_string for display
#define EV_BuildGameplayTipsString(i, o)
appends mutator string for displaying extra gameplay tips
#define EV_WeaponModel(i, o)
called when a weapon model is about to be set, allows custom paths etc.
bool PlayerJump(entity this)
#define EV_PM_Physics(i, o)
called during player physics, allows adjusting the movement type used
#define EV_IsFlying(i, o)
#define EV_PlayerPhysics(i, o)
called before any player physics, may adjust variables for movement, is run AFTER bot code and idle c...