31 #define EV_CSQC_ConsoleCommand(i, o) \ 32 i(string, MUTATOR_ARGV_0_string) \ 33 i(int, MUTATOR_ARGV_1_int) \ 34 i(string, MUTATOR_ARGV_2_string) \ 42 #define EV_Ent_Projectile(i, o) \ 43 i(entity, MUTATOR_ARGV_0_entity) \ 48 #define EV_EditProjectile(i, o) \ 49 i(entity, MUTATOR_ARGV_0_entity) \ 57 #define EV_TagIndex_Update(i, o) \ 58 i(entity, MUTATOR_ARGV_0_entity) \ 63 #define EV_TagIndex_Apply(i, o) \ 64 i(entity, MUTATOR_ARGV_0_entity) \ 69 #define EV_Skeleton_CheckBones(i, o) \ 70 i(entity, MUTATOR_ARGV_0_entity) \ 75 #define EV_Skeleton_CheckModel(i, o) \ 76 i(entity, MUTATOR_ARGV_0_entity) \ 84 #define EV_GetModelParams(i, o) \ 85 i(string, MUTATOR_ARGV_0_string) \ 86 i(string, MUTATOR_ARGV_1_string) \ 91 #define EV_WantEventchase(i, o) \ 92 i(entity, MUTATOR_ARGV_0_entity) \ 97 #define EV_CustomizeEventchase(i, o) \ 98 i(entity, MUTATOR_ARGV_0_entity) \ 99 o(vector, MUTATOR_ARGV_0_vector) \ 100 o(vector, MUTATOR_ARGV_1_vector) \ 101 o(float, MUTATOR_ARGV_0_float) \ 105 #define EV_AnnouncerOption(i, o) \ 106 i(string, MUTATOR_ARGV_0_string) \ 107 o(string, MUTATOR_ARGV_0_string) \ 113 #define EV_HUD_Draw_overlay(i, o) \ 114 o(vector, MUTATOR_ARGV_0_vector) \ 115 o(float, MUTATOR_ARGV_1_float) \ 131 #define EV_Particles_VortexBeam(i, o) \ 132 i(vector, MUTATOR_ARGV_0_vector) \ 133 i(vector, MUTATOR_ARGV_1_vector) \ 138 #define EV_Weapon_ImpactEffect(i, o) \ 139 i(entity, MUTATOR_ARGV_0_entity) \ 140 i(entity, MUTATOR_ARGV_1_entity) \ 146 #define EV_HUD_Command(i, o) \ 147 i(int, MUTATOR_ARGV_0_int) \ 152 #define EV_DrawGrapplingHook(i, o) \ 153 i(entity, MUTATOR_ARGV_0_entity) \ 154 i(string, MUTATOR_ARGV_1_string) \ 155 o(string, MUTATOR_ARGV_1_string) \ 156 i(vector, MUTATOR_ARGV_2_vector) \ 157 o(vector, MUTATOR_ARGV_2_vector) \ 158 i(float, MUTATOR_ARGV_3_float) \ 163 #define EV_Ent_Update(i, o) \ 164 i(entity, MUTATOR_ARGV_0_entity) \ 165 i(bool, MUTATOR_ARGV_1_bool) \ 188 #define EV_DrawInfoMessages(i, o) \ 189 i(vector, MUTATOR_ARGV_0_vector) \ 190 o(vector, MUTATOR_ARGV_0_vector) \ 191 i(vector, MUTATOR_ARGV_1_vector) \ 192 i(int, MUTATOR_ARGV_2_int) \ 193 o(int, MUTATOR_ARGV_2_int) \ 198 #define EV_DrawViewModel(i, o) \ 199 i(entity, MUTATOR_ARGV_0_entity) \ 207 #define EV_ForcePlayermodels_Skip(i, o) \ 208 i(entity, MUTATOR_ARGV_0_entity) \ 209 i(bool, MUTATOR_ARGV_1_bool) \ 214 #define EV_ForcePlayercolors_Skip(i, o) \ 215 i(entity, MUTATOR_ARGV_0_entity) \ 216 i(bool, MUTATOR_ARGV_1_bool) \ 221 #define EV_DamageInfo(i, o) \ 222 i(entity, MUTATOR_ARGV_0_entity) \ 223 i(int, MUTATOR_ARGV_1_int) \ 224 i(vector, MUTATOR_ARGV_2_vector) \ 232 #define EV_ShowRankings(i, o) \ 233 o(string, MUTATOR_ARGV_0_string) \ 238 #define EV_ShowNames_Draw(i, o) \ 239 i(entity, MUTATOR_ARGV_0_entity) \ 240 i(float, MUTATOR_ARGV_1_float) \ 241 o(float, MUTATOR_ARGV_1_float) \ #define EV_ForcePlayermodels_Skip(i, o)
Return true to disable player model forcing.
#define EV_Skeleton_CheckBones(i, o)
Called when setting up skeleton bones.
void DrawReticle(entity this)
#define EV_ForcePlayercolors_Skip(i, o)
Return true to disable player color forcing.
int WantEventchase(entity this, bool want_vehiclechase)
#define EV_Ent_Update(i, o)
Called when an entity is updated (either by SVQC networking or PVS)
#define EV_HUD_Command(i, o)
#define EV_Particles_VortexBeam(i, o)
Return true to not draw any vortex beam.
#define EV_DamageInfo(i, o)
Called when damage info is received on the client, useful for playing explosion effects.
#define EV_TagIndex_Update(i, o)
Called when updating the attached tags index.
#define EV_CustomizeEventchase(i, o)
allow customizing 3rd person mode effect
#define EV_Weapon_ImpactEffect(i, o)
Return true to not draw any impact effect.
#define EV_ShowNames_Draw(i, o)
Called when drawing a player's nameplate, return true to hide it.
MUTATOR_HOOKABLE(CSQC_ConsoleCommand, EV_CSQC_ConsoleCommand)
#define EV_CSQC_ConsoleCommand(i, o)
Called when a client command is parsed NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return fa...
#define EV_DrawInfoMessages(i, o)
Called when drawing info messages, allows adding new info messages.
#define EV_EditProjectile(i, o)
Called when a projectile's properties are being modified.
#define EV_DrawGrapplingHook(i, o)
Draw the grapple hook, allows changing hook texture and colour.
#define EV_DrawViewModel(i, o)
Called when the view model is being animated (setorigin is called after the hook, so you only need to...
bool CSQC_ConsoleCommand(string command)
#define EV_Ent_Projectile(i, o)
Called when a projectile is linked with CSQC.
#define EV_WantEventchase(i, o)
Called checking if 3rd person mode should be forced on.
#define EV_HUD_Draw_overlay(i, o)
#define EV_AnnouncerOption(i, o)
#define EV_ShowRankings(i, o)
Return true to show leaderboard rankings, needs title argument set.
#define EV_TagIndex_Apply(i, o)
Called when setting the attached tags.
#define EV_GetModelParams(i, o)
Called when getting the global parameters for a model.
#define EV_Skeleton_CheckModel(i, o)
Called when setting up bones from the loaded model.