Xonotic
events.qh File Reference
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Macros

#define EV_AbortSpeedrun(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 called when a speedrun is aborted and the player is teleported back to start position More...
 
#define EV_AccuracyTargetValid(i, o)
 called when a target is checked for accuracy More...
 
#define EV_AddedPlayerScore(i, o)
 
#define EV_AddPlayerScore(i, o)
 
#define EV_AllowMobButcher(i, o)   /** reason */ o(string, MUTATOR_ARGV_0_string) \
 called when an admin tries to kill all monsters return 1 to prevent spawning More...
 
#define EV_AllowMobSpawning(i, o)
 called when a player tries to spawn a monster return 1 to prevent spawning NOTE: requires reason if disallowed More...
 
#define EV_AllowRocketJumping(i, o)
 Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting. More...
 
#define EV_AutoJoinOnConnection(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 returns true if client should be put as player on connection More...
 
#define EV_Bot_FixCount(i, o)
 called when player triggered kill (or is changing teams), return error to not do anything More...
 
#define EV_BotShouldAttack(i, o)
 called when a bot checks a target to attack More...
 
#define EV_BuffModel_Customize(i, o)
 
#define EV_BuffTouch(i, o)
 called at when a buff is touched. More...
 
#define EV_CalculateRespawnTime(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 return true to skip respawn time calculations More...
 
#define EV_ChatMessage(i, o)
 called when sending a chat message, ret argument can be changed to prevent the message More...
 
#define EV_ChatMessageTo(i, o)
 return true to prevent sending a chat (private, team or regular) message from reaching a certain player More...
 
#define EV_CheckRules_World(i, o)
 
#define EV_ClientCommand_Spectate(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_ClientConnect(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 called at when a player connect More...
 
#define EV_ClientDisconnect(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 called when a player disconnects More...
 
#define EV_ClientKill(i, o)
 called when player triggered kill (or is changing teams), return error to not do anything More...
 
#define EV_ClientKill_Now(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 called when player is about to be killed during kill command or changing teams More...
 
#define EV_ClientObituary(i, o)
 called when showing an obituary for the player. More...
 
#define EV_CopyBody(i, o)
 called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) More...
 
#define EV_CustomizeWaypoint(i, o)
 called every frame. More...
 
#define EV_Damage_Calculate(i, o)
 called to adjust damage and force values which are applied to the player, used for e.g. More...
 
#define EV_DropSpecialItems(i, o)   /** target */ i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_EditProjectile(i, o)
 can edit any "just fired" projectile More...
 
#define EV_FilterItem(i, o)   /** item */ i(entity, MUTATOR_ARGV_0_entity) \
 checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields) return error to request removal More...
 
#define EV_FilterItemDefinition(i, o)   /** item */ i(entity, MUTATOR_ARGV_0_entity) \
 Check if items having the given definition are allowed to spawn. More...
 
#define EV_FireBullet_Hit(i, o)
 called when a bullet has hit a target More...
 
#define EV_FixClientCvars(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_FixPlayermodel(i, o)
 
#define EV_ForbidDropCurrentWeapon(i, o)
 returns true if dropping the current weapon shall not be allowed at any time including death More...
 
#define EV_ForbidPlayerScore_Clear(i, o)
 returns 1 if clearing player score shall not be allowed More...
 
#define EV_ForbidRandomStartWeapons(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 called when player spawns to determine whether to give them random start weapons. More...
 
#define EV_ForbidSpawn(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 return true to prevent a spectator/observer to spawn as player More...
 
#define EV_ForbidThrowCurrentWeapon(i, o)
 returns true if throwing the current weapon shall not be allowed More...
 
#define EV_ForbidWeaponUse(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 return true to prevent weapon use for a player More...
 
#define EV_FormatMessage(i, o)
 called when formatting a chat message to replace fancy functions More...
 
#define EV_FragCenterMessage(i, o)
 allows overriding the frag centerprint messages More...
 
#define EV_Freeze(i, o)
 Called when freezing an entity (monster or player), return true to force showing a waypoint. More...
 
#define EV_FusionReactor_ValidTarget(i, o)
 called when a fusion reactor is validating its target More...
 
#define EV_GetCvars(i, o)
 is meant to call GetCvars_handle* for cvars this mutator needs from the client, e.g. More...
 
#define EV_GetModelParams(i, o)
 Called when getting the global parameters for a model. More...
 
#define EV_GetPlayerLimit(i, o)
 Called when a player is trying to join, argument is the number of players allowed to join the match. More...
 
#define EV_GetPlayerStatus(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_GetPressedKeys(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 TODO change this into a general PlayerPostThink hook? More...
 
#define EV_GetRecords(i, o)
 
#define EV_GetResourceLimit(i, o)
 Called when the amount of entity resources changes. More...
 
#define EV_GiveFragsForKill(i, o)
 called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill More...
 
#define EV_GiveResource(i, o)
 Called when entity is being given some resource. More...
 
#define EV_GiveResourceWithLimit(i, o)
 Called when entity is being given some resource with specified limit. More...
 
#define EV_GrappleHookThink(i, o)
 
#define EV_HavocBot_Aim(i, o)   /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
 return true to use your own aim target (or none at all) More...
 
#define EV_HavocBot_ChooseRole(i, o)   /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_HelpMePing(i, o)   /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \
 called whenever a player uses impulse 33 (help me) in impulse.qc normally help me ping uses .waypointsprite_attachedforcarrier, but if your mutator uses something different then you can handle it in a special manner using this hook More...
 
#define EV_HideTeamNagger(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 return true to hide the 'teamnumbers are imbalanced' message More...
 
#define EV_Item_RespawnCountdown(i, o)   /** item */ i(entity, MUTATOR_ARGV_0_entity) \
 called when an item is about to respawn More...
 
#define EV_Item_ScheduleRespawn(i, o)
 return true to show a waypoint while the item is spawning More...
 
#define EV_Item_Spawn(i, o)   /** item */ i(entity, MUTATOR_ARGV_0_entity) \
 called for each item being spawned on a map, including dropped weapons return 1 to remove an item More...
 
#define EV_ItemModel(i, o)
 called when an item model is about to be set, allows custom paths etc. More...
 
#define EV_ItemSound(i, o)
 called when an item sound is about to be played, allows custom paths etc. More...
 
#define EV_ItemTouch(i, o)
 called at when a item is touched. More...
 
#define EV_ItemTouched(i, o)
 called after the item has been touched. More...
 
#define EV_LockWeapon(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 return true to lock weapon (can't be used nor changed) for a player More...
 
#define EV_LogDeath_AppendItemCodes(i, o)
 include special item codes for a death to the game log More...
 
#define EV_MakePlayerObserver(i, o)
 called when a player becomes observer, after shared setup More...
 
#define EV_MonsterCheckBossFlag(i, o)   /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
 called to change a random monster to a miniboss More...
 
#define EV_MonsterDies(i, o)
 called when a monster dies More...
 
#define EV_MonsterDropItem(i, o)
 called when a monster is dropping loot More...
 
#define EV_MonsterModel(i, o)
 called when a monster model is about to be set, allows custom paths etc. More...
 
#define EV_MonsterMove(i, o)
 called when a monster moves returning true makes the monster stop More...
 
#define EV_MonsterRemove(i, o)   /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
 called when a monster dies More...
 
#define EV_MonsterRespawn(i, o)   /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
 called when a monster wants to respawn More...
 
#define EV_MonsterSpawn(i, o)   /** monster */ i(entity, MUTATOR_ARGV_0_entity) \
 called when a monster spawns More...
 
#define EV_MonsterValidTarget(i, o)
 called when validating a monster's target More...
 
#define EV_OnEntityPreSpawn(i, o)   /** entity */ i(entity, MUTATOR_ARGV_0_entity) \
 return error to prevent entity spawn, or modify the entity More...
 
#define EV_Player_ChangedTeam(i, o)
 Called after player has changed their team. More...
 
#define EV_Player_ChangeTeam(i, o)
 Called before player changes their team. More...
 
#define EV_Player_ChangeTeamKill(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when player is about to be killed when changing teams. More...
 
#define EV_PlayerDamage_SplitHealthArmor(i, o)
 called when a player gets damaged to e.g. More...
 
#define EV_PlayerDamaged(i, o)
 Called when a player is damaged Returns true if damage shouldn't be logged. More...
 
#define EV_PlayerDied(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 called after a player died. More...
 
#define EV_PlayerDies(i, o)
 called when a player dies to e.g. More...
 
#define EV_PlayerPhysics_PostUpdateStats(i, o)
 called after physics stats are set on a player, allows post-initialization modifications More...
 
#define EV_PlayerPhysics_UpdateStats(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 called before physics stats are set on a player, allows limited early customization More...
 
#define EV_PlayerPowerups(i, o)
 called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items. More...
 
#define EV_PlayerPreThink(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators More...
 
#define EV_PlayerRegen(i, o)
 called every player think frame return 1 to disable regen More...
 
#define EV_PlayerSpawn(i, o)
 called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) More...
 
#define EV_PlayerUseKey(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 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 More...
 
#define EV_PlayerWeaponSelect(i, o)   /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
 called after a player's weapon is chosen so it can be overriden here More...
 
#define EV_PlayHitsound(i, o)
 called when a player dies to e.g. More...
 
#define EV_PortalTeleport(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 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 More...
 
#define EV_PreFormatMessage(i, o)
 called before any formatting is applied, handy for tweaking the message before scripts get ahold of it More...
 
#define EV_PrepareExplosionByDamage(i, o)
 
#define EV_PutClientInServer(i, o)   /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_Race_FinalCheckpoint(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_reset_map_global(i, o)
 called in reset_map More...
 
#define EV_reset_map_players(i, o)
 called in reset_map More...
 
#define EV_ResourceAmountChanged(i, o)
 Called after the amount of resource of an entity has changed. More...
 
#define EV_ResourceWasted(i, o)
 Called when there was an attempt to set entity resources higher than their limit. More...
 
#define EV_SendWaypoint(i, o)
 
#define EV_SetModname(i, o)
 
#define EV_SetResource(i, o)
 Called when the amount of resource of an entity changes. More...
 
#define EV_SetWeaponArena(i, o)
 
#define EV_SetWeaponreplace(i, o)
 
#define EV_Spawn_Score(i, o)
 called when a spawnpoint is being evaluated return 1 to make the spawnpoint unusable More...
 
#define EV_SpectateCopy(i, o)
 copies variables for spectating "spectatee" to "this" More...
 
#define EV_SpectateNext(i, o)
 
#define EV_SpectatePrev(i, o)
 
#define EV_SpectateSet(i, o)
 
#define EV_SV_ParseClientCommand(i, o)
 called when a client command is parsed NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false; NOTE: return true if you handled the command, return false to continue handling NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize() // example: MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand) { if (MUTATOR_RETURNVALUE) // command was already handled? return false; if (cmd_name == "echocvar" && cmd_argc >= 2) { print(cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; } More...
 
#define EV_SV_ParseServerCommand(i, o)
 please read EV_SV_ParseClientCommand description before using More...
 
#define EV_TakeResource(i, o)
 Called when some resource is being taken from an entity. More...
 
#define EV_TakeResourceWithLimit(i, o)
 Called when some resource is being taken from an entity, with a limit. More...
 
#define EV_TeamBalance_CheckAllowedTeams(i, o)
 Allows adjusting allowed teams. More...
 
#define EV_TeamBalance_FindBestTeams(i, o)
 allows overriding the teams that will make the game most balanced if the player joins any of them. More...
 
#define EV_TeamBalance_GetPlayerForTeamSwitch(i, o)
 Called during autobalance. More...
 
#define EV_TeamBalance_GetTeamCount(i, o)
 allows overriding of team counts More...
 
#define EV_Turret_CheckFire(i, o)
 return error to not attack More...
 
#define EV_TurretFire(i, o)   /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
 return error to not attack More...
 
#define EV_TurretSpawn(i, o)   /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
 return error to request removal More...
 
#define EV_TurretThink(i, o)   /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
 
#define EV_TurretValidateTarget(i, o)
 
#define EV_Unfreeze(i, o)   /** targ */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when an entity (monster or player) is defrosted. More...
 
#define EV_URI_GetCallback(i, o)
 
#define EV_VehicleEnter(i, o)
 called when a player enters a vehicle allows mutators to set special settings in this event More...
 
#define EV_VehicleExit(i, o)
 called when a player exits a vehicle allows mutators to set special settings in this event More...
 
#define EV_VehicleInit(i, o)   /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
 called when a vehicle initializes return true to remove the vehicle More...
 
#define EV_VehicleTouch(i, o)
 called when a player touches a vehicle return true to stop player from entering the vehicle More...
 
#define EV_VoteCommand_Parse(i, o)
 called when parsing a vote command. More...
 
#define EV_W_DecreaseAmmo(i, o)
 Called by W_DecreaseAmmo. More...
 
#define EV_W_PlayStrengthSound(i, o)   /** player */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when weapons are performing their attack, useful for applying bonus attack sounds. More...
 
#define EV_W_Reload(i, o)   /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
 Called by W_Reload. More...
 
#define EV_WantWeapon(i, o)
 
#define EV_WeaponRateFactor(i, o)
 allows changing attack rate More...
 
#define EV_WeaponSpeedFactor(i, o)
 allows changing weapon speed (projectiles mostly) More...
 

Enumerations

enum  { MUT_SPECPREV_CONTINUE, MUT_SPECPREV_RETURN, MUT_SPECPREV_FOUND }
 
enum  { MUT_SPECCMD_CONTINUE, MUT_SPECCMD_RETURN, MUT_SPECCMD_FORCE }
 
enum  { MUT_FUSREAC_TARG_CONTINUE, MUT_FUSREAC_TARG_VALID, MUT_FUSREAC_TARG_INVALID }
 
enum  { MUT_VOTEPARSE_CONTINUE, MUT_VOTEPARSE_SUCCESS, MUT_VOTEPARSE_INVALID, MUT_VOTEPARSE_UNACCEPTABLE }
 
enum  { MUT_ITEMTOUCH_CONTINUE, MUT_ITEMTOUCH_RETURN, MUT_ITEMTOUCH_PICKUP }
 
enum  { MUT_ACCADD_VALID, MUT_ACCADD_INVALID, MUT_ACCADD_INDIFFERENT }
 

Functions

 MUTATOR_HOOKABLE (PutClientInServer, EV_PutClientInServer)
 
 MUTATOR_HOOKABLE (ForbidSpawn, EV_ForbidSpawn)
 
 MUTATOR_HOOKABLE (AutoJoinOnConnection, EV_AutoJoinOnConnection)
 
 MUTATOR_HOOKABLE (ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons)
 
 MUTATOR_HOOKABLE (PlayerSpawn, EV_PlayerSpawn)
 
 MUTATOR_HOOKABLE (PlayerWeaponSelect, EV_PlayerWeaponSelect)
 
 MUTATOR_HOOKABLE (reset_map_global, EV_reset_map_global)
 
 MUTATOR_HOOKABLE (reset_map_players, EV_reset_map_players)
 
 MUTATOR_HOOKABLE (ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear)
 
 MUTATOR_HOOKABLE (ClientDisconnect, EV_ClientDisconnect)
 
 MUTATOR_HOOKABLE (PlayerDies, EV_PlayerDies)
 
 MUTATOR_HOOKABLE (PlayerDied, EV_PlayerDied)
 
 MUTATOR_HOOKABLE (ClientObituary, EV_ClientObituary)
 
 MUTATOR_HOOKABLE (FragCenterMessage, EV_FragCenterMessage)
 
 MUTATOR_HOOKABLE (PlayHitsound, EV_PlayHitsound)
 
 MUTATOR_HOOKABLE (ItemModel, EV_ItemModel)
 
 MUTATOR_HOOKABLE (ItemSound, EV_ItemSound)
 
 MUTATOR_HOOKABLE (GiveFragsForKill, EV_GiveFragsForKill)
 
 MUTATOR_HOOKABLE (MatchEnd, EV_NO_ARGS)
 called when the match ends More...
 
 MUTATOR_HOOKABLE (TeamBalance_CheckAllowedTeams, EV_TeamBalance_CheckAllowedTeams)
 
 MUTATOR_HOOKABLE (TeamBalance_GetTeamCounts, EV_NO_ARGS)
 return true to manually override team counts More...
 
 MUTATOR_HOOKABLE (TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount)
 
 MUTATOR_HOOKABLE (TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams)
 
 MUTATOR_HOOKABLE (TeamBalance_GetPlayerForTeamSwitch, EV_TeamBalance_GetPlayerForTeamSwitch)
 
 MUTATOR_HOOKABLE (SpectateCopy, EV_SpectateCopy)
 
 MUTATOR_HOOKABLE (FormatMessage, EV_FormatMessage)
 
 MUTATOR_HOOKABLE (PreFormatMessage, EV_PreFormatMessage)
 
 MUTATOR_HOOKABLE (ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon)
 
 MUTATOR_HOOKABLE (ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon)
 
 MUTATOR_HOOKABLE (SetDefaultAlpha, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (WeaponRateFactor, EV_WeaponRateFactor)
 
 MUTATOR_HOOKABLE (WeaponSpeedFactor, EV_WeaponSpeedFactor)
 
 MUTATOR_HOOKABLE (SetStartItems, EV_NO_ARGS)
 adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} More...
 
 MUTATOR_HOOKABLE (CustomizeWaypoint, EV_CustomizeWaypoint)
 
 MUTATOR_HOOKABLE (FilterItemDefinition, EV_FilterItemDefinition)
 
 MUTATOR_HOOKABLE (FilterItem, EV_FilterItem)
 
 MUTATOR_HOOKABLE (TurretSpawn, EV_TurretSpawn)
 
 MUTATOR_HOOKABLE (TurretFire, EV_TurretFire)
 
 MUTATOR_HOOKABLE (Turret_CheckFire, EV_Turret_CheckFire)
 
 MUTATOR_HOOKABLE (OnEntityPreSpawn, EV_OnEntityPreSpawn)
 
 MUTATOR_HOOKABLE (PlayerPreThink, EV_PlayerPreThink)
 
 MUTATOR_HOOKABLE (GetPressedKeys, EV_GetPressedKeys)
 
 MUTATOR_HOOKABLE (GetCvars, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (EditProjectile, EV_EditProjectile)
 
 MUTATOR_HOOKABLE (MonsterSpawn, EV_MonsterSpawn)
 
 MUTATOR_HOOKABLE (MonsterDies, EV_MonsterDies)
 
 MUTATOR_HOOKABLE (MonsterRemove, EV_MonsterRemove)
 
 MUTATOR_HOOKABLE (MonsterRespawn, EV_MonsterRespawn)
 
 MUTATOR_HOOKABLE (MonsterDropItem, EV_MonsterDropItem)
 
 MUTATOR_HOOKABLE (MonsterMove, EV_MonsterMove)
 
 MUTATOR_HOOKABLE (MonsterFindTarget, EV_NO_ARGS)
 called when a monster looks for another target More...
 
 MUTATOR_HOOKABLE (MonsterValidTarget, EV_MonsterValidTarget)
 
 MUTATOR_HOOKABLE (MonsterCheckBossFlag, EV_MonsterCheckBossFlag)
 
 MUTATOR_HOOKABLE (AllowMobSpawning, EV_AllowMobSpawning)
 
 MUTATOR_HOOKABLE (PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor)
 
 MUTATOR_HOOKABLE (Damage_Calculate, EV_Damage_Calculate)
 
 MUTATOR_HOOKABLE (PlayerDamaged, EV_PlayerDamaged)
 
 MUTATOR_HOOKABLE (W_DecreaseAmmo, EV_W_DecreaseAmmo)
 
 MUTATOR_HOOKABLE (W_Reload, EV_W_Reload)
 
 MUTATOR_HOOKABLE (PlayerPowerups, EV_PlayerPowerups)
 
 MUTATOR_HOOKABLE (PlayerRegen, EV_PlayerRegen)
 
 MUTATOR_HOOKABLE (PlayerUseKey, EV_PlayerUseKey)
 
 MUTATOR_HOOKABLE (SV_ParseClientCommand, EV_SV_ParseClientCommand)
 
 MUTATOR_HOOKABLE (SV_ParseServerCommand, EV_SV_ParseServerCommand)
 
 MUTATOR_HOOKABLE (Spawn_Score, EV_Spawn_Score)
 
 MUTATOR_HOOKABLE (SV_StartFrame, EV_NO_ARGS)
 runs globally each server frame More...
 
 MUTATOR_HOOKABLE (SetModname, EV_SetModname)
 
 MUTATOR_HOOKABLE (Item_Spawn, EV_Item_Spawn)
 
 MUTATOR_HOOKABLE (SetWeaponreplace, EV_SetWeaponreplace)
 
 MUTATOR_HOOKABLE (Item_RespawnCountdown, EV_Item_RespawnCountdown)
 
 MUTATOR_HOOKABLE (BotShouldAttack, EV_BotShouldAttack)
 
 MUTATOR_HOOKABLE (PortalTeleport, EV_PortalTeleport)
 
 MUTATOR_HOOKABLE (HelpMePing, EV_HelpMePing)
 
 MUTATOR_HOOKABLE (VehicleInit, EV_VehicleInit)
 
 MUTATOR_HOOKABLE (VehicleEnter, EV_VehicleEnter)
 
 MUTATOR_HOOKABLE (VehicleTouch, EV_VehicleTouch)
 
 MUTATOR_HOOKABLE (VehicleExit, EV_VehicleExit)
 
 MUTATOR_HOOKABLE (AbortSpeedrun, EV_AbortSpeedrun)
 
 MUTATOR_HOOKABLE (ItemTouch, EV_ItemTouch)
 
 MUTATOR_HOOKABLE (ItemTouched, EV_ItemTouched)
 
 MUTATOR_HOOKABLE (GetResourceLimit, EV_GetResourceLimit)
 
 MUTATOR_HOOKABLE (SetResource, EV_SetResource)
 
 MUTATOR_HOOKABLE (ResourceAmountChanged, EV_ResourceAmountChanged)
 
 MUTATOR_HOOKABLE (ResourceWasted, EV_ResourceWasted)
 
 MUTATOR_HOOKABLE (GiveResource, EV_GiveResource)
 
 MUTATOR_HOOKABLE (GiveResourceWithLimit, EV_GiveResourceWithLimit)
 
 MUTATOR_HOOKABLE (TakeResource, EV_TakeResource)
 
 MUTATOR_HOOKABLE (TakeResourceWithLimit, EV_TakeResourceWithLimit)
 
 MUTATOR_HOOKABLE (ClientConnect, EV_ClientConnect)
 
 MUTATOR_HOOKABLE (HavocBot_ChooseRole, EV_HavocBot_ChooseRole)
 
 MUTATOR_HOOKABLE (AccuracyTargetValid, EV_AccuracyTargetValid)
 
 MUTATOR_HOOKABLE (ClearModelParams, EV_NO_ARGS)
 Called when clearing the global parameters for a model. More...
 
 MUTATOR_HOOKABLE (GetModelParams, EV_GetModelParams)
 
 MUTATOR_HOOKABLE (FireBullet_Hit, EV_FireBullet_Hit)
 
 MUTATOR_HOOKABLE (FixPlayermodel, EV_FixPlayermodel)
 
 MUTATOR_HOOKABLE (Scores_CountFragsRemaining, EV_NO_ARGS)
 Return error to play frag remaining announcements. More...
 
 MUTATOR_HOOKABLE (GrappleHookThink, EV_GrappleHookThink)
 
 MUTATOR_HOOKABLE (BuffModel_Customize, EV_BuffModel_Customize)
 
 MUTATOR_HOOKABLE (BuffTouch, EV_BuffTouch)
 
 MUTATOR_HOOKABLE (SetNewParms, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (SetChangeParms, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (DecodeLevelParms, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (GetRecords, EV_GetRecords)
 
 MUTATOR_HOOKABLE (Race_FinalCheckpoint, EV_Race_FinalCheckpoint)
 
 MUTATOR_HOOKABLE (ClientKill, EV_ClientKill)
 
 MUTATOR_HOOKABLE (ClientKill_Now, EV_ClientKill_Now)
 
 MUTATOR_HOOKABLE (FixClientCvars, EV_FixClientCvars)
 
 MUTATOR_HOOKABLE (SpectateSet, EV_SpectateSet)
 
 MUTATOR_HOOKABLE (SpectateNext, EV_SpectateNext)
 
 MUTATOR_HOOKABLE (SpectatePrev, EV_SpectatePrev)
 
 MUTATOR_HOOKABLE (Bot_FixCount, EV_Bot_FixCount)
 
 MUTATOR_HOOKABLE (ClientCommand_Spectate, EV_ClientCommand_Spectate)
 
 MUTATOR_HOOKABLE (CheckRules_World, EV_CheckRules_World)
 
 MUTATOR_HOOKABLE (WantWeapon, EV_WantWeapon)
 
 MUTATOR_HOOKABLE (AddPlayerScore, EV_AddPlayerScore)
 
 MUTATOR_HOOKABLE (AddedPlayerScore, EV_AddPlayerScore)
 
 MUTATOR_HOOKABLE (GetPlayerStatus, EV_GetPlayerStatus)
 
 MUTATOR_HOOKABLE (SetWeaponArena, EV_SetWeaponArena)
 
 MUTATOR_HOOKABLE (DropSpecialItems, EV_DropSpecialItems)
 
 MUTATOR_HOOKABLE (AllowMobButcher, EV_AllowMobButcher)
 
 MUTATOR_HOOKABLE (ReadLevelCvars, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (SendWaypoint, EV_SendWaypoint)
 
 MUTATOR_HOOKABLE (TurretValidateTarget, EV_TurretValidateTarget)
 
 MUTATOR_HOOKABLE (TurretThink, EV_TurretThink)
 
 MUTATOR_HOOKABLE (Ent_Init, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (PrepareExplosionByDamage, EV_PrepareExplosionByDamage)
 
 MUTATOR_HOOKABLE (MonsterModel, EV_MonsterModel)
 
 MUTATOR_HOOKABLE (Player_ChangeTeam, EV_Player_ChangeTeam)
 
 MUTATOR_HOOKABLE (Player_ChangedTeam, EV_Player_ChangedTeam)
 
 MUTATOR_HOOKABLE (Player_ChangeTeamKill, EV_Player_ChangeTeamKill)
 
 MUTATOR_HOOKABLE (URI_GetCallback, EV_URI_GetCallback)
 
 MUTATOR_HOOKABLE (LockWeapon, EV_LockWeapon)
 
 MUTATOR_HOOKABLE (ForbidWeaponUse, EV_ForbidWeaponUse)
 
 MUTATOR_HOOKABLE (CopyBody, EV_CopyBody)
 
 MUTATOR_HOOKABLE (ChatMessage, EV_ChatMessage)
 
 MUTATOR_HOOKABLE (ChatMessageTo, EV_ChatMessageTo)
 
 MUTATOR_HOOKABLE (ReadyRestart_Deny, EV_NO_ARGS)
 return true to just restart the match, for modes that don't support readyrestart More...
 
 MUTATOR_HOOKABLE (FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget)
 
 MUTATOR_HOOKABLE (HideTeamNagger, EV_HideTeamNagger)
 
 MUTATOR_HOOKABLE (Item_ScheduleRespawn, EV_Item_ScheduleRespawn)
 
 MUTATOR_HOOKABLE (PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats)
 
 MUTATOR_HOOKABLE (PlayerPhysics_PostUpdateStats, EV_PlayerPhysics_PostUpdateStats)
 
 MUTATOR_HOOKABLE (HavocBot_Aim, EV_HavocBot_Aim)
 
 MUTATOR_HOOKABLE (CalculateRespawnTime, EV_CalculateRespawnTime)
 
 MUTATOR_HOOKABLE (VoteCommand_Parse, EV_VoteCommand_Parse)
 
 MUTATOR_HOOKABLE (Freeze, EV_Freeze)
 
 MUTATOR_HOOKABLE (Unfreeze, EV_Unfreeze)
 
 MUTATOR_HOOKABLE (GetPlayerLimit, EV_GetPlayerLimit)
 
 MUTATOR_HOOKABLE (LogDeath_AppendItemCodes, EV_LogDeath_AppendItemCodes)
 
 MUTATOR_HOOKABLE (AllowRocketJumping, EV_AllowRocketJumping)
 
 MUTATOR_HOOKABLE (W_PlayStrengthSound, EV_W_PlayStrengthSound)
 

Variables

float get_cvars_f
 
string get_cvars_s
 
entity monster_loot
 

Macro Definition Documentation

◆ EV_AbortSpeedrun

#define EV_AbortSpeedrun (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

called when a speedrun is aborted and the player is teleported back to start position

Definition at line 691 of file events.qh.

◆ EV_AccuracyTargetValid

#define EV_AccuracyTargetValid (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when a target is checked for accuracy

Definition at line 820 of file events.qh.

◆ EV_AddedPlayerScore

#define EV_AddedPlayerScore (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \ i(entity, MUTATOR_ARGV_2_entity) \
entity() spawn

Definition at line 1002 of file events.qh.

◆ EV_AddPlayerScore

#define EV_AddPlayerScore (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
o(float, MUTATOR_ARGV_1_float) \ i(entity, MUTATOR_ARGV_2_entity) \
entity() spawn

Definition at line 994 of file events.qh.

◆ EV_AllowMobButcher

#define EV_AllowMobButcher (   i,
 
)    /** reason */ o(string, MUTATOR_ARGV_0_string) \

called when an admin tries to kill all monsters return 1 to prevent spawning

Definition at line 1029 of file events.qh.

◆ EV_AllowMobSpawning

#define EV_AllowMobSpawning (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ o(string, MUTATOR_ARGV_1_string) \
entity() spawn

called when a player tries to spawn a monster return 1 to prevent spawning NOTE: requires reason if disallowed

Definition at line 420 of file events.qh.

◆ EV_AllowRocketJumping

#define EV_AllowRocketJumping (   i,
 
)
Value:
i(bool, MUTATOR_ARGV_0_bool) \
o(bool, MUTATOR_ARGV_0_bool) \

Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.

Definition at line 1258 of file events.qh.

◆ EV_AutoJoinOnConnection

#define EV_AutoJoinOnConnection (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

returns true if client should be put as player on connection

Definition at line 32 of file events.qh.

◆ EV_Bot_FixCount

#define EV_Bot_FixCount (   i,
 
)
Value:
i(int, MUTATOR_ARGV_0_int) \
o(int, MUTATOR_ARGV_0_int) \ i(int, MUTATOR_ARGV_1_int) \
o(int, MUTATOR_ARGV_1_int) \

called when player triggered kill (or is changing teams), return error to not do anything

Definition at line 956 of file events.qh.

◆ EV_BotShouldAttack

#define EV_BotShouldAttack (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when a bot checks a target to attack

Definition at line 625 of file events.qh.

◆ EV_BuffModel_Customize

#define EV_BuffModel_Customize (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

Definition at line 876 of file events.qh.

◆ EV_BuffTouch

#define EV_BuffTouch (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called at when a buff is touched.

Called early, can edit buff properties.

Definition at line 883 of file events.qh.

◆ EV_CalculateRespawnTime

#define EV_CalculateRespawnTime (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

return true to skip respawn time calculations

Definition at line 1200 of file events.qh.

◆ EV_ChatMessage

#define EV_ChatMessage (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \
o(int, MUTATOR_ARGV_1_int) \
entity() spawn

called when sending a chat message, ret argument can be changed to prevent the message

Definition at line 1137 of file events.qh.

◆ EV_ChatMessageTo

#define EV_ChatMessageTo (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

return true to prevent sending a chat (private, team or regular) message from reaching a certain player

Definition at line 1145 of file events.qh.

◆ EV_CheckRules_World

#define EV_CheckRules_World (   i,
 
)
Value:
i(float, MUTATOR_ARGV_0_float) \
o(float, MUTATOR_ARGV_0_float) \
/* time limit */ i(float, MUTATOR_ARGV_1_float) \
/* frag limit */ i(float, MUTATOR_ARGV_2_float) \

Definition at line 975 of file events.qh.

◆ EV_ClientCommand_Spectate

#define EV_ClientCommand_Spectate (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 964 of file events.qh.

◆ EV_ClientConnect

#define EV_ClientConnect (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

called at when a player connect

Definition at line 809 of file events.qh.

◆ EV_ClientDisconnect

#define EV_ClientDisconnect (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

called when a player disconnects

Definition at line 72 of file events.qh.

◆ EV_ClientKill

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

called when player triggered kill (or is changing teams), return error to not do anything

Definition at line 909 of file events.qh.

◆ EV_ClientKill_Now

#define EV_ClientKill_Now (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

called when player is about to be killed during kill command or changing teams

Definition at line 917 of file events.qh.

◆ EV_ClientObituary

#define EV_ClientObituary (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \ i(float, MUTATOR_ARGV_3_float) \ i(entity, MUTATOR_ARGV_4_entity) \ o(bool, MUTATOR_ARGV_5_bool) \
entity() spawn

called when showing an obituary for the player.

return true to show nothing (workarounds may be needed)

Definition at line 95 of file events.qh.

◆ EV_CopyBody

#define EV_CopyBody (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(bool, MUTATOR_ARGV_2_bool) \
entity() spawn

called when creating a clone of the player (usually for corpses that stay after the player has re-spawned)

Definition at line 1129 of file events.qh.

◆ EV_CustomizeWaypoint

#define EV_CustomizeWaypoint (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called every frame.

customizes the waypoint for spectators

Definition at line 260 of file events.qh.

◆ EV_Damage_Calculate

#define EV_Damage_Calculate (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \ i(float, MUTATOR_ARGV_3_float) \ i(float, MUTATOR_ARGV_4_float) \ o(float, MUTATOR_ARGV_4_float) \ i(float, MUTATOR_ARGV_5_float) \ o(float, MUTATOR_ARGV_5_float) \ i(vector, MUTATOR_ARGV_6_vector) \ o(vector, MUTATOR_ARGV_6_vector) \ i(entity, MUTATOR_ARGV_7_entity) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

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).

Definition at line 445 of file events.qh.

◆ EV_DropSpecialItems

#define EV_DropSpecialItems (   i,
 
)    /** target */ i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 1020 of file events.qh.

◆ EV_EditProjectile

#define EV_EditProjectile (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

can edit any "just fired" projectile

Definition at line 340 of file events.qh.

◆ EV_FilterItem

#define EV_FilterItem (   i,
 
)    /** item */ i(entity, MUTATOR_ARGV_0_entity) \

checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields) return error to request removal

Definition at line 278 of file events.qh.

◆ EV_FilterItemDefinition

#define EV_FilterItemDefinition (   i,
 
)    /** item */ i(entity, MUTATOR_ARGV_0_entity) \

Check if items having the given definition are allowed to spawn.

Return true to disallow spawning.

Definition at line 269 of file events.qh.

◆ EV_FireBullet_Hit

#define EV_FireBullet_Hit (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(vector, MUTATOR_ARGV_2_vector) \ i(vector, MUTATOR_ARGV_3_vector) \ i(float, MUTATOR_ARGV_4_float) \
o(float, MUTATOR_ARGV_4_float) \ i(entity, MUTATOR_ARGV_5_entity) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

called when a bullet has hit a target

Definition at line 842 of file events.qh.

◆ EV_FixClientCvars

#define EV_FixClientCvars (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 922 of file events.qh.

◆ EV_FixPlayermodel

#define EV_FixPlayermodel (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \
o(string, MUTATOR_ARGV_0_string) \ i(int, MUTATOR_ARGV_1_int) \
o(int, MUTATOR_ARGV_1_int) \ i(entity, MUTATOR_ARGV_2_entity) \
entity() spawn

Definition at line 853 of file events.qh.

◆ EV_ForbidDropCurrentWeapon

#define EV_ForbidDropCurrentWeapon (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \
entity() spawn

returns true if dropping the current weapon shall not be allowed at any time including death

Definition at line 231 of file events.qh.

◆ EV_ForbidPlayerScore_Clear

#define EV_ForbidPlayerScore_Clear (   i,
 
)

returns 1 if clearing player score shall not be allowed

Definition at line 67 of file events.qh.

◆ EV_ForbidRandomStartWeapons

#define EV_ForbidRandomStartWeapons (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

called when player spawns to determine whether to give them random start weapons.

Return true to forbid giving them.

Definition at line 38 of file events.qh.

◆ EV_ForbidSpawn

#define EV_ForbidSpawn (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

return true to prevent a spectator/observer to spawn as player

Definition at line 26 of file events.qh.

◆ EV_ForbidThrowCurrentWeapon

#define EV_ForbidThrowCurrentWeapon (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

returns true if throwing the current weapon shall not be allowed

Definition at line 224 of file events.qh.

◆ EV_ForbidWeaponUse

#define EV_ForbidWeaponUse (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

return true to prevent weapon use for a player

Definition at line 1123 of file events.qh.

◆ EV_FormatMessage

#define EV_FormatMessage (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \ i(string, MUTATOR_ARGV_2_string) \
o(string, MUTATOR_ARGV_2_string) \ i(string, MUTATOR_ARGV_3_string) \
entity() spawn

called when formatting a chat message to replace fancy functions

Definition at line 206 of file events.qh.

◆ EV_FragCenterMessage

#define EV_FragCenterMessage (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \ i(int, MUTATOR_ARGV_3_int) \ i(int, MUTATOR_ARGV_4_int) \
entity() spawn

allows overriding the frag centerprint messages

Definition at line 106 of file events.qh.

◆ EV_Freeze

#define EV_Freeze (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \ i(int, MUTATOR_ARGV_2_int) \
entity() spawn

Called when freezing an entity (monster or player), return true to force showing a waypoint.

Definition at line 1225 of file events.qh.

◆ EV_FusionReactor_ValidTarget

#define EV_FusionReactor_ValidTarget (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when a fusion reactor is validating its target

Definition at line 1155 of file events.qh.

◆ EV_GetCvars

#define EV_GetCvars (   i,
 
)
Value:
i(float, get_cvars_f) \
i(string, get_cvars_s) \
string get_cvars_s
Definition: events.qh:336
float get_cvars_f
Definition: events.qh:335

is meant to call GetCvars_handle* for cvars this mutator needs from the client, e.g.

: MUTATOR_HOOKFUNCTION(mymutator, GetCvars) { GetCvars_handleFloat(this, store, s, f, cvar_mycvar, "mycvar"); return false; } Usually you can just use REPLICATE instead of this hook, e.g.: REPLICATE(cvar_mycvar, int, "mycvar"); NOTE: requesting cvar values (get_cvars_f 0) is deprecated

Definition at line 331 of file events.qh.

◆ EV_GetModelParams

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

Called when getting the global parameters for a model.

Definition at line 835 of file events.qh.

◆ EV_GetPlayerLimit

#define EV_GetPlayerLimit (   i,
 
)
Value:
i(int, MUTATOR_ARGV_0_int) \
o(int, MUTATOR_ARGV_0_int) \

Called when a player is trying to join, argument is the number of players allowed to join the match.

Definition at line 1243 of file events.qh.

◆ EV_GetPlayerStatus

#define EV_GetPlayerStatus (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 1009 of file events.qh.

◆ EV_GetPressedKeys

#define EV_GetPressedKeys (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

TODO change this into a general PlayerPostThink hook?

Definition at line 315 of file events.qh.

◆ EV_GetRecords

#define EV_GetRecords (   i,
 
)
Value:
i(int, MUTATOR_ARGV_0_int) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \

Definition at line 896 of file events.qh.

◆ EV_GetResourceLimit

#define EV_GetResourceLimit (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \
entity() spawn

Called when the amount of entity resources changes.

Can be used to override resource limit.

Definition at line 719 of file events.qh.

◆ EV_GiveFragsForKill

#define EV_GiveFragsForKill (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \ o(float, MUTATOR_ARGV_2_float) \ i(float, MUTATOR_ARGV_3_float) \ i(entity, MUTATOR_ARGV_4_entity) \
entity() spawn

called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill

Definition at line 139 of file events.qh.

◆ EV_GiveResource

#define EV_GiveResource (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \
entity() spawn

Called when entity is being given some resource.

See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit

Definition at line 761 of file events.qh.

◆ EV_GiveResourceWithLimit

#define EV_GiveResourceWithLimit (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \ i(float, MUTATOR_ARGV_3_float) \
o(float, MUTATOR_ARGV_3_float) \
entity() spawn

Called when entity is being given some resource with specified limit.

See RES_* constants for resource types. Return true to forbid giving.

Definition at line 772 of file events.qh.

◆ EV_GrappleHookThink

#define EV_GrappleHookThink (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \
o(int, MUTATOR_ARGV_1_int) \ i(entity, MUTATOR_ARGV_2_entity) \
o(entity, MUTATOR_ARGV_2_entity) \ i(float, MUTATOR_ARGV_3_float) \
o(float, MUTATOR_ARGV_3_float) \
entity() spawn

Definition at line 865 of file events.qh.

◆ EV_HavocBot_Aim

#define EV_HavocBot_Aim (   i,
 
)    /** bot */ i(entity, MUTATOR_ARGV_0_entity) \

return true to use your own aim target (or none at all)

Definition at line 1194 of file events.qh.

◆ EV_HavocBot_ChooseRole

#define EV_HavocBot_ChooseRole (   i,
 
)    /** bot */ i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 814 of file events.qh.

◆ EV_HelpMePing

#define EV_HelpMePing (   i,
 
)    /** the player who pressed impulse 33 */ i(entity, MUTATOR_ARGV_0_entity) \

called whenever a player uses impulse 33 (help me) in impulse.qc normally help me ping uses .waypointsprite_attachedforcarrier, but if your mutator uses something different then you can handle it in a special manner using this hook

Definition at line 646 of file events.qh.

◆ EV_HideTeamNagger

#define EV_HideTeamNagger (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

return true to hide the 'teamnumbers are imbalanced' message

Definition at line 1168 of file events.qh.

◆ EV_Item_RespawnCountdown

#define EV_Item_RespawnCountdown (   i,
 
)    /** item */ i(entity, MUTATOR_ARGV_0_entity) \

called when an item is about to respawn

Definition at line 619 of file events.qh.

◆ EV_Item_ScheduleRespawn

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

return true to show a waypoint while the item is spawning

Definition at line 1174 of file events.qh.

◆ EV_Item_Spawn

#define EV_Item_Spawn (   i,
 
)    /** item */ i(entity, MUTATOR_ARGV_0_entity) \

called for each item being spawned on a map, including dropped weapons return 1 to remove an item

Definition at line 605 of file events.qh.

◆ EV_ItemModel

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

called when an item model is about to be set, allows custom paths etc.

Definition at line 123 of file events.qh.

◆ EV_ItemSound

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

called when an item sound is about to be played, allows custom paths etc.

Definition at line 131 of file events.qh.

◆ EV_ItemTouch

#define EV_ItemTouch (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called at when a item is touched.

Called early, can edit item properties.

Definition at line 697 of file events.qh.

◆ EV_ItemTouched

#define EV_ItemTouched (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called after the item has been touched.

Definition at line 711 of file events.qh.

◆ EV_LockWeapon

#define EV_LockWeapon (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

return true to lock weapon (can't be used nor changed) for a player

Definition at line 1115 of file events.qh.

◆ EV_LogDeath_AppendItemCodes

#define EV_LogDeath_AppendItemCodes (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \
entity() spawn

include special item codes for a death to the game log

Definition at line 1250 of file events.qh.

◆ EV_MakePlayerObserver

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

called when a player becomes observer, after shared setup

Definition at line 11 of file events.qh.

◆ EV_MonsterCheckBossFlag

#define EV_MonsterCheckBossFlag (   i,
 
)    /** monster */ i(entity, MUTATOR_ARGV_0_entity) \

called to change a random monster to a miniboss

Definition at line 410 of file events.qh.

◆ EV_MonsterDies

#define EV_MonsterDies (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
entity() spawn

called when a monster dies

Definition at line 353 of file events.qh.

◆ EV_MonsterDropItem

#define EV_MonsterDropItem (   i,
 
)
Value:
/* monster */ i(entity, MUTATOR_ARGV_0_entity) \
/* item (can be removed or changed) */ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \
/* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
entity() spawn

called when a monster is dropping loot

Definition at line 373 of file events.qh.

◆ EV_MonsterModel

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

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

Definition at line 1069 of file events.qh.

◆ EV_MonsterMove

#define EV_MonsterMove (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
o(float, MUTATOR_ARGV_1_float) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \ i(entity, MUTATOR_ARGV_3_entity) \
o(entity, MUTATOR_ARGV_3_entity) \
entity() spawn

called when a monster moves returning true makes the monster stop

Definition at line 386 of file events.qh.

◆ EV_MonsterRemove

#define EV_MonsterRemove (   i,
 
)    /** monster */ i(entity, MUTATOR_ARGV_0_entity) \

called when a monster dies

Definition at line 361 of file events.qh.

◆ EV_MonsterRespawn

#define EV_MonsterRespawn (   i,
 
)    /** monster */ i(entity, MUTATOR_ARGV_0_entity) \

called when a monster wants to respawn

Definition at line 367 of file events.qh.

◆ EV_MonsterSpawn

#define EV_MonsterSpawn (   i,
 
)    /** monster */ i(entity, MUTATOR_ARGV_0_entity) \

called when a monster spawns

Definition at line 347 of file events.qh.

◆ EV_MonsterValidTarget

#define EV_MonsterValidTarget (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when validating a monster's target

Definition at line 403 of file events.qh.

◆ EV_OnEntityPreSpawn

#define EV_OnEntityPreSpawn (   i,
 
)    /** entity */ i(entity, MUTATOR_ARGV_0_entity) \

return error to prevent entity spawn, or modify the entity

Definition at line 303 of file events.qh.

◆ EV_Player_ChangedTeam

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

Called after player has changed their team.

Definition at line 1089 of file events.qh.

◆ EV_Player_ChangeTeam

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

Called before player changes their team.

Return true to block team change.

Definition at line 1079 of file events.qh.

◆ EV_Player_ChangeTeamKill

#define EV_Player_ChangeTeamKill (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

Called when player is about to be killed when changing teams.

Return true to block killing.

Definition at line 1099 of file events.qh.

◆ EV_PlayerDamage_SplitHealthArmor

#define EV_PlayerDamage_SplitHealthArmor (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \ i(vector, MUTATOR_ARGV_3_vector) \ i(float, MUTATOR_ARGV_4_float) \ o(float, MUTATOR_ARGV_4_float) \ i(float, MUTATOR_ARGV_5_float) \ o(float, MUTATOR_ARGV_5_float) \ i(float, MUTATOR_ARGV_6_float) \ i(float, MUTATOR_ARGV_7_float) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

called when a player gets damaged to e.g.

remove stuff he was carrying.

Definition at line 427 of file events.qh.

◆ EV_PlayerDamaged

#define EV_PlayerDamaged (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \ i(float, MUTATOR_ARGV_3_float) \ i(vector, MUTATOR_ARGV_4_vector) \ i(int, MUTATOR_ARGV_5_int) \ i(float, MUTATOR_ARGV_6_float) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

Called when a player is damaged Returns true if damage shouldn't be logged.

Definition at line 464 of file events.qh.

◆ EV_PlayerDied

#define EV_PlayerDied (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

called after a player died.

Definition at line 89 of file events.qh.

◆ EV_PlayerDies

#define EV_PlayerDies (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \ i(float, MUTATOR_ARGV_3_float) \ i(float, MUTATOR_ARGV_4_float) \ o(float, MUTATOR_ARGV_4_float) \
entity() spawn

called when a player dies to e.g.

remove stuff he was carrying.

Definition at line 78 of file events.qh.

◆ EV_PlayerPhysics_PostUpdateStats

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

called after physics stats are set on a player, allows post-initialization modifications

Definition at line 1187 of file events.qh.

◆ EV_PlayerPhysics_UpdateStats

#define EV_PlayerPhysics_UpdateStats (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

called before physics stats are set on a player, allows limited early customization

Definition at line 1181 of file events.qh.

◆ EV_PlayerPowerups

#define EV_PlayerPowerups (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \
entity() spawn

called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.

Definition at line 495 of file events.qh.

◆ EV_PlayerPreThink

#define EV_PlayerPreThink (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators

Definition at line 309 of file events.qh.

◆ EV_PlayerRegen

#define EV_PlayerRegen (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
o(float, MUTATOR_ARGV_1_float) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \ i(float, MUTATOR_ARGV_3_float) \
o(float, MUTATOR_ARGV_3_float) \ i(float, MUTATOR_ARGV_4_float) \
o(float, MUTATOR_ARGV_4_float) \ i(float, MUTATOR_ARGV_5_float) \
o(float, MUTATOR_ARGV_5_float) \ i(float, MUTATOR_ARGV_6_float) \
o(float, MUTATOR_ARGV_6_float) \ i(float, MUTATOR_ARGV_7_float) \
o(float, MUTATOR_ARGV_7_float) \ i(float, MUTATOR_ARGV_8_float) \
o(float, MUTATOR_ARGV_8_float) \ i(float, MUTATOR_ARGV_9_float) \
o(float, MUTATOR_ARGV_9_float) \ i(float, MUTATOR_ARGV_10_float) \
o(float, MUTATOR_ARGV_10_float) \
entity() spawn

called every player think frame return 1 to disable regen

Definition at line 505 of file events.qh.

◆ EV_PlayerSpawn

#define EV_PlayerSpawn (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)

Definition at line 44 of file events.qh.

◆ EV_PlayerUseKey

#define EV_PlayerUseKey (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

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

Definition at line 535 of file events.qh.

◆ EV_PlayerWeaponSelect

#define EV_PlayerWeaponSelect (   i,
 
)    /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \

called after a player's weapon is chosen so it can be overriden here

Definition at line 51 of file events.qh.

◆ EV_PlayHitsound

#define EV_PlayHitsound (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when a player dies to e.g.

remove stuff he was carrying

Definition at line 116 of file events.qh.

◆ EV_PortalTeleport

#define EV_PortalTeleport (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

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

Definition at line 635 of file events.qh.

◆ EV_PreFormatMessage

#define EV_PreFormatMessage (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \
entity() spawn

called before any formatting is applied, handy for tweaking the message before scripts get ahold of it

Definition at line 216 of file events.qh.

◆ EV_PrepareExplosionByDamage

#define EV_PrepareExplosionByDamage (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

Definition at line 1062 of file events.qh.

◆ EV_PutClientInServer

#define EV_PutClientInServer (   i,
 
)    /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 18 of file events.qh.

◆ EV_Race_FinalCheckpoint

#define EV_Race_FinalCheckpoint (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 903 of file events.qh.

◆ EV_reset_map_global

#define EV_reset_map_global (   i,
 
)

called in reset_map

Definition at line 57 of file events.qh.

◆ EV_reset_map_players

#define EV_reset_map_players (   i,
 
)

called in reset_map

Definition at line 62 of file events.qh.

◆ EV_ResourceAmountChanged

#define EV_ResourceAmountChanged (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
entity() spawn

Called after the amount of resource of an entity has changed.

See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.

Definition at line 741 of file events.qh.

◆ EV_ResourceWasted

#define EV_ResourceWasted (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
entity() spawn

Called when there was an attempt to set entity resources higher than their limit.

See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.

Definition at line 751 of file events.qh.

◆ EV_SendWaypoint

#define EV_SendWaypoint (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(int, MUTATOR_ARGV_2_int) \
o(int, MUTATOR_ARGV_2_int) \ i(int, MUTATOR_ARGV_3_int) \
o(int, MUTATOR_ARGV_3_int) \
entity() spawn

Definition at line 1036 of file events.qh.

◆ EV_SetModname

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

Definition at line 594 of file events.qh.

◆ EV_SetResource

#define EV_SetResource (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \
entity() spawn

Called when the amount of resource of an entity changes.

See RES_* constants for resource types. Return true to forbid the change.

Definition at line 729 of file events.qh.

◆ EV_SetWeaponArena

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

Definition at line 1014 of file events.qh.

◆ EV_SetWeaponreplace

#define EV_SetWeaponreplace (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(string, MUTATOR_ARGV_2_string) \
o(string, MUTATOR_ARGV_2_string) \
entity() spawn

Definition at line 610 of file events.qh.

◆ EV_Spawn_Score

#define EV_Spawn_Score (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(vector, MUTATOR_ARGV_2_vector) \
o(vector, MUTATOR_ARGV_2_vector) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

called when a spawnpoint is being evaluated return 1 to make the spawnpoint unusable

Definition at line 583 of file events.qh.

◆ EV_SpectateCopy

#define EV_SpectateCopy (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

copies variables for spectating "spectatee" to "this"

Definition at line 199 of file events.qh.

◆ EV_SpectateNext

#define EV_SpectateNext (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

Definition at line 934 of file events.qh.

◆ EV_SpectatePrev

#define EV_SpectatePrev (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \
entity() spawn

Definition at line 941 of file events.qh.

◆ EV_SpectateSet

#define EV_SpectateSet (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

Definition at line 927 of file events.qh.

◆ EV_SV_ParseClientCommand

#define EV_SV_ParseClientCommand (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \ i(int, MUTATOR_ARGV_2_int) \ i(string, MUTATOR_ARGV_3_string) \
entity() spawn

called when a client command is parsed NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false; NOTE: return true if you handled the command, return false to continue handling NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize() // example: MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand) { if (MUTATOR_RETURNVALUE) // command was already handled? return false; if (cmd_name == "echocvar" && cmd_argc >= 2) { print(cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }

Definition at line 563 of file events.qh.

◆ EV_SV_ParseServerCommand

#define EV_SV_ParseServerCommand (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \ i(int, MUTATOR_ARGV_1_int) \ i(string, MUTATOR_ARGV_2_string) \

please read EV_SV_ParseClientCommand description before using

Definition at line 572 of file events.qh.

◆ EV_TakeResource

#define EV_TakeResource (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \
entity() spawn

Called when some resource is being taken from an entity.

See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit

Definition at line 786 of file events.qh.

◆ EV_TakeResourceWithLimit

#define EV_TakeResourceWithLimit (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \ i(float, MUTATOR_ARGV_3_float) \
o(float, MUTATOR_ARGV_3_float) \
entity() spawn

Called when some resource is being taken from an entity, with a limit.

See RES_* constants for resource types. Return true to forbid giving.

Definition at line 797 of file events.qh.

◆ EV_TeamBalance_CheckAllowedTeams

#define EV_TeamBalance_CheckAllowedTeams (   i,
 
)
Value:
i(float, MUTATOR_ARGV_0_float) \
o(float, MUTATOR_ARGV_0_float) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \ i(entity, MUTATOR_ARGV_2_entity) \
entity() spawn

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.

Definition at line 156 of file events.qh.

◆ EV_TeamBalance_FindBestTeams

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

allows overriding the teams that will make the game most balanced if the player joins any of them.

Definition at line 181 of file events.qh.

◆ EV_TeamBalance_GetPlayerForTeamSwitch

#define EV_TeamBalance_GetPlayerForTeamSwitch (   i,
 
)
Value:
i(int, MUTATOR_ARGV_0_int) \ i(int, MUTATOR_ARGV_1_int) \ i(bool, MUTATOR_ARGV_2_bool) \ o(entity, MUTATOR_ARGV_3_entity) \
entity() spawn

Called during autobalance.

Return true to override the player that will be switched.

Definition at line 189 of file events.qh.

◆ EV_TeamBalance_GetTeamCount

#define EV_TeamBalance_GetTeamCount (   i,
 
)
Value:
i(float, MUTATOR_ARGV_0_float) \ i(entity, MUTATOR_ARGV_1_entity) \ o(float, MUTATOR_ARGV_2_float) \ o(float, MUTATOR_ARGV_3_float) \
entity() spawn

allows overriding of team counts

Definition at line 170 of file events.qh.

◆ EV_Turret_CheckFire

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

return error to not attack

Definition at line 296 of file events.qh.

◆ EV_TurretFire

#define EV_TurretFire (   i,
 
)    /** turret */ i(entity, MUTATOR_ARGV_0_entity) \

return error to not attack

Definition at line 290 of file events.qh.

◆ EV_TurretSpawn

#define EV_TurretSpawn (   i,
 
)    /** turret */ i(entity, MUTATOR_ARGV_0_entity) \

return error to request removal

Definition at line 284 of file events.qh.

◆ EV_TurretThink

#define EV_TurretThink (   i,
 
)    /** turret */ i(entity, MUTATOR_ARGV_0_entity) \

Definition at line 1054 of file events.qh.

◆ EV_TurretValidateTarget

#define EV_TurretValidateTarget (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(int, MUTATOR_ARGV_2_int) \ o(float, MUTATOR_ARGV_3_float) \
entity() spawn

Definition at line 1046 of file events.qh.

◆ EV_Unfreeze

#define EV_Unfreeze (   i,
 
)    /** targ */ i(entity, MUTATOR_ARGV_0_entity) \

Called when an entity (monster or player) is defrosted.

Definition at line 1235 of file events.qh.

◆ EV_URI_GetCallback

#define EV_URI_GetCallback (   i,
 
)
Value:
i(float, MUTATOR_ARGV_0_float) \ i(float, MUTATOR_ARGV_1_float) \ i(string, MUTATOR_ARGV_2_string) \

Definition at line 1105 of file events.qh.

◆ EV_VehicleEnter

#define EV_VehicleEnter (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when a player enters a vehicle allows mutators to set special settings in this event

Definition at line 664 of file events.qh.

◆ EV_VehicleExit

#define EV_VehicleExit (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when a player exits a vehicle allows mutators to set special settings in this event

Definition at line 684 of file events.qh.

◆ EV_VehicleInit

#define EV_VehicleInit (   i,
 
)    /** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \

called when a vehicle initializes return true to remove the vehicle

Definition at line 655 of file events.qh.

◆ EV_VehicleTouch

#define EV_VehicleTouch (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

called when a player touches a vehicle return true to stop player from entering the vehicle

Definition at line 674 of file events.qh.

◆ EV_VoteCommand_Parse

#define EV_VoteCommand_Parse (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \ i(string, MUTATOR_ARGV_2_string) \ i(float, MUTATOR_ARGV_3_float) \ i(float, MUTATOR_ARGV_4_float) \
entity() spawn

called when parsing a vote command.

Definition at line 1206 of file events.qh.

◆ EV_W_DecreaseAmmo

#define EV_W_DecreaseAmmo (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \
entity() spawn

Called by W_DecreaseAmmo.

Definition at line 478 of file events.qh.

◆ EV_W_PlayStrengthSound

#define EV_W_PlayStrengthSound (   i,
 
)    /** player */ i(entity, MUTATOR_ARGV_0_entity) \

Called when weapons are performing their attack, useful for applying bonus attack sounds.

Definition at line 1265 of file events.qh.

◆ EV_W_Reload

#define EV_W_Reload (   i,
 
)    /** actor */ i(entity, MUTATOR_ARGV_0_entity) \

Called by W_Reload.

Definition at line 489 of file events.qh.

◆ EV_WantWeapon

#define EV_WantWeapon (   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) \ i(bool, MUTATOR_ARGV_3_bool) \
o(bool, MUTATOR_ARGV_3_bool) \
entity() spawn

Definition at line 983 of file events.qh.

◆ EV_WeaponRateFactor

#define EV_WeaponRateFactor (   i,
 
)
Value:
i(float, MUTATOR_ARGV_0_float) \
o(float, MUTATOR_ARGV_0_float) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

allows changing attack rate

Definition at line 241 of file events.qh.

◆ EV_WeaponSpeedFactor

#define EV_WeaponSpeedFactor (   i,
 
)
Value:
i(float, MUTATOR_ARGV_0_float) \
o(float, MUTATOR_ARGV_0_float) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

allows changing weapon speed (projectiles mostly)

Definition at line 249 of file events.qh.

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
MUT_SPECPREV_CONTINUE 
MUT_SPECPREV_RETURN 
MUT_SPECPREV_FOUND 

Definition at line 949 of file events.qh.

949  {
950  MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
951  MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
952  MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
953 };

◆ anonymous enum

anonymous enum
Enumerator
MUT_SPECCMD_CONTINUE 
MUT_SPECCMD_RETURN 
MUT_SPECCMD_FORCE 

Definition at line 969 of file events.qh.

969  {
970  MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
971  MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
972  MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
973 };

◆ anonymous enum

anonymous enum
Enumerator
MUT_FUSREAC_TARG_CONTINUE 
MUT_FUSREAC_TARG_VALID 
MUT_FUSREAC_TARG_INVALID 

Definition at line 1161 of file events.qh.

1161  {
1162  MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1163  MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1164  MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1165 };

◆ anonymous enum

anonymous enum
Enumerator
MUT_VOTEPARSE_CONTINUE 
MUT_VOTEPARSE_SUCCESS 
MUT_VOTEPARSE_INVALID 
MUT_VOTEPARSE_UNACCEPTABLE 

Definition at line 1215 of file events.qh.

1215  {
1216  MUT_VOTEPARSE_CONTINUE, // return this flag to make the function continue as normal
1217  MUT_VOTEPARSE_SUCCESS, // return 1 (vote parsed)
1218  MUT_VOTEPARSE_INVALID, // return -1 (vote parsed but counted as invalid, no action or vote)
1219  MUT_VOTEPARSE_UNACCEPTABLE // return 0 (vote parameter counted as unacceptable, warns caller)
1220 };

◆ anonymous enum

anonymous enum
Enumerator
MUT_ITEMTOUCH_CONTINUE 
MUT_ITEMTOUCH_RETURN 
MUT_ITEMTOUCH_PICKUP 

Definition at line 704 of file events.qh.

704  {
705  MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
706  MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
707  MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
708 };

◆ anonymous enum

anonymous enum
Enumerator
MUT_ACCADD_VALID 
MUT_ACCADD_INVALID 
MUT_ACCADD_INDIFFERENT 

Definition at line 825 of file events.qh.

825  {
826  MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
827  MUT_ACCADD_INVALID, // return this flag to make the function always continue
828  MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
829 };

Function Documentation

◆ MUTATOR_HOOKABLE() [1/151]

MUTATOR_HOOKABLE ( PutClientInServer  ,
EV_PutClientInServer   
)

◆ MUTATOR_HOOKABLE() [2/151]

MUTATOR_HOOKABLE ( ForbidSpawn  ,
EV_ForbidSpawn   
)

◆ MUTATOR_HOOKABLE() [3/151]

MUTATOR_HOOKABLE ( AutoJoinOnConnection  ,
EV_AutoJoinOnConnection   
)

◆ MUTATOR_HOOKABLE() [4/151]

MUTATOR_HOOKABLE ( ForbidRandomStartWeapons  ,
EV_ForbidRandomStartWeapons   
)

◆ MUTATOR_HOOKABLE() [5/151]

MUTATOR_HOOKABLE ( PlayerSpawn  ,
EV_PlayerSpawn   
)

◆ MUTATOR_HOOKABLE() [6/151]

MUTATOR_HOOKABLE ( PlayerWeaponSelect  ,
EV_PlayerWeaponSelect   
)

◆ MUTATOR_HOOKABLE() [7/151]

MUTATOR_HOOKABLE ( reset_map_global  ,
EV_reset_map_global   
)

◆ MUTATOR_HOOKABLE() [8/151]

MUTATOR_HOOKABLE ( reset_map_players  ,
EV_reset_map_players   
)

◆ MUTATOR_HOOKABLE() [9/151]

MUTATOR_HOOKABLE ( ForbidPlayerScore_Clear  ,
EV_ForbidPlayerScore_Clear   
)

◆ MUTATOR_HOOKABLE() [10/151]

MUTATOR_HOOKABLE ( ClientDisconnect  ,
EV_ClientDisconnect   
)

◆ MUTATOR_HOOKABLE() [11/151]

MUTATOR_HOOKABLE ( PlayerDies  ,
EV_PlayerDies   
)

◆ MUTATOR_HOOKABLE() [12/151]

MUTATOR_HOOKABLE ( PlayerDied  ,
EV_PlayerDied   
)

◆ MUTATOR_HOOKABLE() [13/151]

MUTATOR_HOOKABLE ( ClientObituary  ,
EV_ClientObituary   
)

◆ MUTATOR_HOOKABLE() [14/151]

MUTATOR_HOOKABLE ( FragCenterMessage  ,
EV_FragCenterMessage   
)

◆ MUTATOR_HOOKABLE() [15/151]

MUTATOR_HOOKABLE ( PlayHitsound  ,
EV_PlayHitsound   
)

◆ MUTATOR_HOOKABLE() [16/151]

MUTATOR_HOOKABLE ( ItemModel  ,
EV_ItemModel   
)

◆ MUTATOR_HOOKABLE() [17/151]

MUTATOR_HOOKABLE ( ItemSound  ,
EV_ItemSound   
)

◆ MUTATOR_HOOKABLE() [18/151]

MUTATOR_HOOKABLE ( GiveFragsForKill  ,
EV_GiveFragsForKill   
)

◆ MUTATOR_HOOKABLE() [19/151]

MUTATOR_HOOKABLE ( MatchEnd  ,
EV_NO_ARGS   
)

called when the match ends

◆ MUTATOR_HOOKABLE() [20/151]

◆ MUTATOR_HOOKABLE() [21/151]

MUTATOR_HOOKABLE ( TeamBalance_GetTeamCounts  ,
EV_NO_ARGS   
)

return true to manually override team counts

◆ MUTATOR_HOOKABLE() [22/151]

MUTATOR_HOOKABLE ( TeamBalance_GetTeamCount  ,
EV_TeamBalance_GetTeamCount   
)

◆ MUTATOR_HOOKABLE() [23/151]

◆ MUTATOR_HOOKABLE() [24/151]

◆ MUTATOR_HOOKABLE() [25/151]

MUTATOR_HOOKABLE ( SpectateCopy  ,
EV_SpectateCopy   
)

◆ MUTATOR_HOOKABLE() [26/151]

MUTATOR_HOOKABLE ( FormatMessage  ,
EV_FormatMessage   
)

◆ MUTATOR_HOOKABLE() [27/151]

MUTATOR_HOOKABLE ( PreFormatMessage  ,
EV_PreFormatMessage   
)

◆ MUTATOR_HOOKABLE() [28/151]

MUTATOR_HOOKABLE ( ForbidThrowCurrentWeapon  ,
EV_ForbidThrowCurrentWeapon   
)

◆ MUTATOR_HOOKABLE() [29/151]

MUTATOR_HOOKABLE ( ForbidDropCurrentWeapon  ,
EV_ForbidDropCurrentWeapon   
)

◆ MUTATOR_HOOKABLE() [30/151]

MUTATOR_HOOKABLE ( SetDefaultAlpha  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [31/151]

MUTATOR_HOOKABLE ( WeaponRateFactor  ,
EV_WeaponRateFactor   
)

◆ MUTATOR_HOOKABLE() [32/151]

MUTATOR_HOOKABLE ( WeaponSpeedFactor  ,
EV_WeaponSpeedFactor   
)

◆ MUTATOR_HOOKABLE() [33/151]

MUTATOR_HOOKABLE ( SetStartItems  ,
EV_NO_ARGS   
)

adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}

◆ MUTATOR_HOOKABLE() [34/151]

MUTATOR_HOOKABLE ( CustomizeWaypoint  ,
EV_CustomizeWaypoint   
)

◆ MUTATOR_HOOKABLE() [35/151]

MUTATOR_HOOKABLE ( FilterItemDefinition  ,
EV_FilterItemDefinition   
)

◆ MUTATOR_HOOKABLE() [36/151]

MUTATOR_HOOKABLE ( FilterItem  ,
EV_FilterItem   
)

◆ MUTATOR_HOOKABLE() [37/151]

MUTATOR_HOOKABLE ( TurretSpawn  ,
EV_TurretSpawn   
)

◆ MUTATOR_HOOKABLE() [38/151]

MUTATOR_HOOKABLE ( TurretFire  ,
EV_TurretFire   
)

◆ MUTATOR_HOOKABLE() [39/151]

MUTATOR_HOOKABLE ( Turret_CheckFire  ,
EV_Turret_CheckFire   
)

◆ MUTATOR_HOOKABLE() [40/151]

MUTATOR_HOOKABLE ( OnEntityPreSpawn  ,
EV_OnEntityPreSpawn   
)

◆ MUTATOR_HOOKABLE() [41/151]

MUTATOR_HOOKABLE ( PlayerPreThink  ,
EV_PlayerPreThink   
)

◆ MUTATOR_HOOKABLE() [42/151]

MUTATOR_HOOKABLE ( GetPressedKeys  ,
EV_GetPressedKeys   
)

◆ MUTATOR_HOOKABLE() [43/151]

MUTATOR_HOOKABLE ( GetCvars  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [44/151]

MUTATOR_HOOKABLE ( EditProjectile  ,
EV_EditProjectile   
)

◆ MUTATOR_HOOKABLE() [45/151]

MUTATOR_HOOKABLE ( MonsterSpawn  ,
EV_MonsterSpawn   
)

◆ MUTATOR_HOOKABLE() [46/151]

MUTATOR_HOOKABLE ( MonsterDies  ,
EV_MonsterDies   
)

◆ MUTATOR_HOOKABLE() [47/151]

MUTATOR_HOOKABLE ( MonsterRemove  ,
EV_MonsterRemove   
)

◆ MUTATOR_HOOKABLE() [48/151]

MUTATOR_HOOKABLE ( MonsterRespawn  ,
EV_MonsterRespawn   
)

◆ MUTATOR_HOOKABLE() [49/151]

MUTATOR_HOOKABLE ( MonsterDropItem  ,
EV_MonsterDropItem   
)

◆ MUTATOR_HOOKABLE() [50/151]

MUTATOR_HOOKABLE ( MonsterMove  ,
EV_MonsterMove   
)

◆ MUTATOR_HOOKABLE() [51/151]

MUTATOR_HOOKABLE ( MonsterFindTarget  ,
EV_NO_ARGS   
)

called when a monster looks for another target

◆ MUTATOR_HOOKABLE() [52/151]

MUTATOR_HOOKABLE ( MonsterValidTarget  ,
EV_MonsterValidTarget   
)

◆ MUTATOR_HOOKABLE() [53/151]

MUTATOR_HOOKABLE ( MonsterCheckBossFlag  ,
EV_MonsterCheckBossFlag   
)

◆ MUTATOR_HOOKABLE() [54/151]

MUTATOR_HOOKABLE ( AllowMobSpawning  ,
EV_AllowMobSpawning   
)

◆ MUTATOR_HOOKABLE() [55/151]

MUTATOR_HOOKABLE ( PlayerDamage_SplitHealthArmor  ,
EV_PlayerDamage_SplitHealthArmor   
)

◆ MUTATOR_HOOKABLE() [56/151]

MUTATOR_HOOKABLE ( Damage_Calculate  ,
EV_Damage_Calculate   
)

◆ MUTATOR_HOOKABLE() [57/151]

MUTATOR_HOOKABLE ( PlayerDamaged  ,
EV_PlayerDamaged   
)

◆ MUTATOR_HOOKABLE() [58/151]

MUTATOR_HOOKABLE ( W_DecreaseAmmo  ,
EV_W_DecreaseAmmo   
)

◆ MUTATOR_HOOKABLE() [59/151]

MUTATOR_HOOKABLE ( W_Reload  ,
EV_W_Reload   
)

◆ MUTATOR_HOOKABLE() [60/151]

MUTATOR_HOOKABLE ( PlayerPowerups  ,
EV_PlayerPowerups   
)

◆ MUTATOR_HOOKABLE() [61/151]

MUTATOR_HOOKABLE ( PlayerRegen  ,
EV_PlayerRegen   
)

◆ MUTATOR_HOOKABLE() [62/151]

MUTATOR_HOOKABLE ( PlayerUseKey  ,
EV_PlayerUseKey   
)

◆ MUTATOR_HOOKABLE() [63/151]

MUTATOR_HOOKABLE ( SV_ParseClientCommand  ,
EV_SV_ParseClientCommand   
)

◆ MUTATOR_HOOKABLE() [64/151]

MUTATOR_HOOKABLE ( SV_ParseServerCommand  ,
EV_SV_ParseServerCommand   
)

◆ MUTATOR_HOOKABLE() [65/151]

MUTATOR_HOOKABLE ( Spawn_Score  ,
EV_Spawn_Score   
)

◆ MUTATOR_HOOKABLE() [66/151]

MUTATOR_HOOKABLE ( SV_StartFrame  ,
EV_NO_ARGS   
)

runs globally each server frame

◆ MUTATOR_HOOKABLE() [67/151]

MUTATOR_HOOKABLE ( SetModname  ,
EV_SetModname   
)

◆ MUTATOR_HOOKABLE() [68/151]

MUTATOR_HOOKABLE ( Item_Spawn  ,
EV_Item_Spawn   
)

◆ MUTATOR_HOOKABLE() [69/151]

MUTATOR_HOOKABLE ( SetWeaponreplace  ,
EV_SetWeaponreplace   
)

◆ MUTATOR_HOOKABLE() [70/151]

MUTATOR_HOOKABLE ( Item_RespawnCountdown  ,
EV_Item_RespawnCountdown   
)

◆ MUTATOR_HOOKABLE() [71/151]

MUTATOR_HOOKABLE ( BotShouldAttack  ,
EV_BotShouldAttack   
)

◆ MUTATOR_HOOKABLE() [72/151]

MUTATOR_HOOKABLE ( PortalTeleport  ,
EV_PortalTeleport   
)

◆ MUTATOR_HOOKABLE() [73/151]

MUTATOR_HOOKABLE ( HelpMePing  ,
EV_HelpMePing   
)

◆ MUTATOR_HOOKABLE() [74/151]

MUTATOR_HOOKABLE ( VehicleInit  ,
EV_VehicleInit   
)

◆ MUTATOR_HOOKABLE() [75/151]

MUTATOR_HOOKABLE ( VehicleEnter  ,
EV_VehicleEnter   
)

◆ MUTATOR_HOOKABLE() [76/151]

MUTATOR_HOOKABLE ( VehicleTouch  ,
EV_VehicleTouch   
)

◆ MUTATOR_HOOKABLE() [77/151]

MUTATOR_HOOKABLE ( VehicleExit  ,
EV_VehicleExit   
)

◆ MUTATOR_HOOKABLE() [78/151]

MUTATOR_HOOKABLE ( AbortSpeedrun  ,
EV_AbortSpeedrun   
)

◆ MUTATOR_HOOKABLE() [79/151]

MUTATOR_HOOKABLE ( ItemTouch  ,
EV_ItemTouch   
)

◆ MUTATOR_HOOKABLE() [80/151]

MUTATOR_HOOKABLE ( ItemTouched  ,
EV_ItemTouched   
)

◆ MUTATOR_HOOKABLE() [81/151]

MUTATOR_HOOKABLE ( GetResourceLimit  ,
EV_GetResourceLimit   
)

◆ MUTATOR_HOOKABLE() [82/151]

MUTATOR_HOOKABLE ( SetResource  ,
EV_SetResource   
)

◆ MUTATOR_HOOKABLE() [83/151]

MUTATOR_HOOKABLE ( ResourceAmountChanged  ,
EV_ResourceAmountChanged   
)

◆ MUTATOR_HOOKABLE() [84/151]

MUTATOR_HOOKABLE ( ResourceWasted  ,
EV_ResourceWasted   
)

◆ MUTATOR_HOOKABLE() [85/151]

MUTATOR_HOOKABLE ( GiveResource  ,
EV_GiveResource   
)

◆ MUTATOR_HOOKABLE() [86/151]

MUTATOR_HOOKABLE ( GiveResourceWithLimit  ,
EV_GiveResourceWithLimit   
)

◆ MUTATOR_HOOKABLE() [87/151]

MUTATOR_HOOKABLE ( TakeResource  ,
EV_TakeResource   
)

◆ MUTATOR_HOOKABLE() [88/151]

MUTATOR_HOOKABLE ( TakeResourceWithLimit  ,
EV_TakeResourceWithLimit   
)

◆ MUTATOR_HOOKABLE() [89/151]

MUTATOR_HOOKABLE ( ClientConnect  ,
EV_ClientConnect   
)

◆ MUTATOR_HOOKABLE() [90/151]

MUTATOR_HOOKABLE ( HavocBot_ChooseRole  ,
EV_HavocBot_ChooseRole   
)

◆ MUTATOR_HOOKABLE() [91/151]

MUTATOR_HOOKABLE ( AccuracyTargetValid  ,
EV_AccuracyTargetValid   
)

◆ MUTATOR_HOOKABLE() [92/151]

MUTATOR_HOOKABLE ( ClearModelParams  ,
EV_NO_ARGS   
)

Called when clearing the global parameters for a model.

◆ MUTATOR_HOOKABLE() [93/151]

MUTATOR_HOOKABLE ( GetModelParams  ,
EV_GetModelParams   
)

◆ MUTATOR_HOOKABLE() [94/151]

MUTATOR_HOOKABLE ( FireBullet_Hit  ,
EV_FireBullet_Hit   
)

◆ MUTATOR_HOOKABLE() [95/151]

MUTATOR_HOOKABLE ( FixPlayermodel  ,
EV_FixPlayermodel   
)

◆ MUTATOR_HOOKABLE() [96/151]

MUTATOR_HOOKABLE ( Scores_CountFragsRemaining  ,
EV_NO_ARGS   
)

Return error to play frag remaining announcements.

◆ MUTATOR_HOOKABLE() [97/151]

MUTATOR_HOOKABLE ( GrappleHookThink  ,
EV_GrappleHookThink   
)

◆ MUTATOR_HOOKABLE() [98/151]

MUTATOR_HOOKABLE ( BuffModel_Customize  ,
EV_BuffModel_Customize   
)

◆ MUTATOR_HOOKABLE() [99/151]

MUTATOR_HOOKABLE ( BuffTouch  ,
EV_BuffTouch   
)

◆ MUTATOR_HOOKABLE() [100/151]

MUTATOR_HOOKABLE ( SetNewParms  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [101/151]

MUTATOR_HOOKABLE ( SetChangeParms  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [102/151]

MUTATOR_HOOKABLE ( DecodeLevelParms  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [103/151]

MUTATOR_HOOKABLE ( GetRecords  ,
EV_GetRecords   
)

◆ MUTATOR_HOOKABLE() [104/151]

MUTATOR_HOOKABLE ( Race_FinalCheckpoint  ,
EV_Race_FinalCheckpoint   
)

◆ MUTATOR_HOOKABLE() [105/151]

MUTATOR_HOOKABLE ( ClientKill  ,
EV_ClientKill   
)

◆ MUTATOR_HOOKABLE() [106/151]

MUTATOR_HOOKABLE ( ClientKill_Now  ,
EV_ClientKill_Now   
)

◆ MUTATOR_HOOKABLE() [107/151]

MUTATOR_HOOKABLE ( FixClientCvars  ,
EV_FixClientCvars   
)

◆ MUTATOR_HOOKABLE() [108/151]

MUTATOR_HOOKABLE ( SpectateSet  ,
EV_SpectateSet   
)

◆ MUTATOR_HOOKABLE() [109/151]

MUTATOR_HOOKABLE ( SpectateNext  ,
EV_SpectateNext   
)

◆ MUTATOR_HOOKABLE() [110/151]

MUTATOR_HOOKABLE ( SpectatePrev  ,
EV_SpectatePrev   
)

◆ MUTATOR_HOOKABLE() [111/151]

MUTATOR_HOOKABLE ( Bot_FixCount  ,
EV_Bot_FixCount   
)

◆ MUTATOR_HOOKABLE() [112/151]

MUTATOR_HOOKABLE ( ClientCommand_Spectate  ,
EV_ClientCommand_Spectate   
)

◆ MUTATOR_HOOKABLE() [113/151]

MUTATOR_HOOKABLE ( CheckRules_World  ,
EV_CheckRules_World   
)

◆ MUTATOR_HOOKABLE() [114/151]

MUTATOR_HOOKABLE ( WantWeapon  ,
EV_WantWeapon   
)

◆ MUTATOR_HOOKABLE() [115/151]

MUTATOR_HOOKABLE ( AddPlayerScore  ,
EV_AddPlayerScore   
)

◆ MUTATOR_HOOKABLE() [116/151]

MUTATOR_HOOKABLE ( AddedPlayerScore  ,
EV_AddPlayerScore   
)

◆ MUTATOR_HOOKABLE() [117/151]

MUTATOR_HOOKABLE ( GetPlayerStatus  ,
EV_GetPlayerStatus   
)

◆ MUTATOR_HOOKABLE() [118/151]

MUTATOR_HOOKABLE ( SetWeaponArena  ,
EV_SetWeaponArena   
)

◆ MUTATOR_HOOKABLE() [119/151]

MUTATOR_HOOKABLE ( DropSpecialItems  ,
EV_DropSpecialItems   
)

◆ MUTATOR_HOOKABLE() [120/151]

MUTATOR_HOOKABLE ( AllowMobButcher  ,
EV_AllowMobButcher   
)

◆ MUTATOR_HOOKABLE() [121/151]

MUTATOR_HOOKABLE ( ReadLevelCvars  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [122/151]

MUTATOR_HOOKABLE ( SendWaypoint  ,
EV_SendWaypoint   
)

◆ MUTATOR_HOOKABLE() [123/151]

MUTATOR_HOOKABLE ( TurretValidateTarget  ,
EV_TurretValidateTarget   
)

◆ MUTATOR_HOOKABLE() [124/151]

MUTATOR_HOOKABLE ( TurretThink  ,
EV_TurretThink   
)

◆ MUTATOR_HOOKABLE() [125/151]

MUTATOR_HOOKABLE ( Ent_Init  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [126/151]

MUTATOR_HOOKABLE ( PrepareExplosionByDamage  ,
EV_PrepareExplosionByDamage   
)

◆ MUTATOR_HOOKABLE() [127/151]

MUTATOR_HOOKABLE ( MonsterModel  ,
EV_MonsterModel   
)

◆ MUTATOR_HOOKABLE() [128/151]

MUTATOR_HOOKABLE ( Player_ChangeTeam  ,
EV_Player_ChangeTeam   
)

◆ MUTATOR_HOOKABLE() [129/151]

MUTATOR_HOOKABLE ( Player_ChangedTeam  ,
EV_Player_ChangedTeam   
)

◆ MUTATOR_HOOKABLE() [130/151]

MUTATOR_HOOKABLE ( Player_ChangeTeamKill  ,
EV_Player_ChangeTeamKill   
)

◆ MUTATOR_HOOKABLE() [131/151]

MUTATOR_HOOKABLE ( URI_GetCallback  ,
EV_URI_GetCallback   
)

◆ MUTATOR_HOOKABLE() [132/151]

MUTATOR_HOOKABLE ( LockWeapon  ,
EV_LockWeapon   
)

◆ MUTATOR_HOOKABLE() [133/151]

MUTATOR_HOOKABLE ( ForbidWeaponUse  ,
EV_ForbidWeaponUse   
)

◆ MUTATOR_HOOKABLE() [134/151]

MUTATOR_HOOKABLE ( CopyBody  ,
EV_CopyBody   
)

◆ MUTATOR_HOOKABLE() [135/151]

MUTATOR_HOOKABLE ( ChatMessage  ,
EV_ChatMessage   
)

◆ MUTATOR_HOOKABLE() [136/151]

MUTATOR_HOOKABLE ( ChatMessageTo  ,
EV_ChatMessageTo   
)

◆ MUTATOR_HOOKABLE() [137/151]

MUTATOR_HOOKABLE ( ReadyRestart_Deny  ,
EV_NO_ARGS   
)

return true to just restart the match, for modes that don't support readyrestart

◆ MUTATOR_HOOKABLE() [138/151]

MUTATOR_HOOKABLE ( FusionReactor_ValidTarget  ,
EV_FusionReactor_ValidTarget   
)

◆ MUTATOR_HOOKABLE() [139/151]

MUTATOR_HOOKABLE ( HideTeamNagger  ,
EV_HideTeamNagger   
)

◆ MUTATOR_HOOKABLE() [140/151]

MUTATOR_HOOKABLE ( Item_ScheduleRespawn  ,
EV_Item_ScheduleRespawn   
)

◆ MUTATOR_HOOKABLE() [141/151]

MUTATOR_HOOKABLE ( PlayerPhysics_UpdateStats  ,
EV_PlayerPhysics_UpdateStats   
)

◆ MUTATOR_HOOKABLE() [142/151]

MUTATOR_HOOKABLE ( PlayerPhysics_PostUpdateStats  ,
EV_PlayerPhysics_PostUpdateStats   
)

◆ MUTATOR_HOOKABLE() [143/151]

MUTATOR_HOOKABLE ( HavocBot_Aim  ,
EV_HavocBot_Aim   
)

◆ MUTATOR_HOOKABLE() [144/151]

MUTATOR_HOOKABLE ( CalculateRespawnTime  ,
EV_CalculateRespawnTime   
)

◆ MUTATOR_HOOKABLE() [145/151]

MUTATOR_HOOKABLE ( VoteCommand_Parse  ,
EV_VoteCommand_Parse   
)

◆ MUTATOR_HOOKABLE() [146/151]

MUTATOR_HOOKABLE ( Freeze  ,
EV_Freeze   
)

◆ MUTATOR_HOOKABLE() [147/151]

MUTATOR_HOOKABLE ( Unfreeze  ,
EV_Unfreeze   
)

◆ MUTATOR_HOOKABLE() [148/151]

MUTATOR_HOOKABLE ( GetPlayerLimit  ,
EV_GetPlayerLimit   
)

◆ MUTATOR_HOOKABLE() [149/151]

MUTATOR_HOOKABLE ( LogDeath_AppendItemCodes  ,
EV_LogDeath_AppendItemCodes   
)

◆ MUTATOR_HOOKABLE() [150/151]

MUTATOR_HOOKABLE ( AllowRocketJumping  ,
EV_AllowRocketJumping   
)

◆ MUTATOR_HOOKABLE() [151/151]

MUTATOR_HOOKABLE ( W_PlayStrengthSound  ,
EV_W_PlayStrengthSound   
)

Variable Documentation

◆ get_cvars_f

float get_cvars_f

Definition at line 335 of file events.qh.

Referenced by GetCvars().

◆ get_cvars_s

string get_cvars_s

Definition at line 336 of file events.qh.

Referenced by GetCvars().

◆ monster_loot

entity monster_loot

Definition at line 379 of file events.qh.

Referenced by monster_dropitem().