Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
events.qh File Reference
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Macros

#define EV_AnnouncerOption(i, o)
#define EV_CSQC_ConsoleCommand(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, CSQC_ConsoleCommand) { if (MUTATOR_RETURNVALUE) return false; // command was already handled string cmd_name = M_ARGV(0, string); int cmd_argc = M_ARGV(1, int); 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; }.
#define EV_CustomizeEventchase(i, o)
 allow customizing 3rd person mode effect
#define EV_DamageInfo(i, o)
 Called when damage info is received on the client, useful for playing explosion effects.
#define EV_DrawGrapplingHook(i, o)
 Draw the grapple hook, allows changing hook texture and colour.
#define EV_DrawInfoMessages(i, o)
 Called when drawing info messages, allows adding new info messages.
#define EV_DrawViewModel(i, o)
 Called when the view model is being animated (setorigin is called after the hook, so you only need to modify origin here if desired)
#define EV_EditProjectile(i, o)
 Called when a projectile's properties are being modified.
#define EV_Ent_Projectile(i, o)
 Called when a projectile is linked with CSQC.
#define EV_Ent_Update(i, o)
 Called when an entity is updated (either by SVQC networking or PVS)
#define EV_ForcePlayercolors_Skip(i, o)
 Return true to disable player color forcing.
#define EV_ForcePlayermodels_Skip(i, o)
 Return true to disable player model forcing.
#define EV_GetModelParams(i, o)
 Called when getting the global parameters for a model.
#define EV_HUD_Command(i, o)
#define EV_HUD_Draw_overlay(i, o)
#define EV_Particles_VortexBeam(i, o)
 Return true to not draw any vortex beam.
#define EV_ShowNames_Draw(i, o)
 Called when drawing a player's nameplate, return true to hide it.
#define EV_ShowRankings(i, o)
 Return true to show leaderboard rankings, needs title argument set.
#define EV_Skeleton_CheckBones(i, o)
 Called when setting up skeleton bones.
#define EV_Skeleton_CheckModel(i, o)
 Called when setting up bones from the loaded model.
#define EV_TagIndex_Apply(i, o)
 Called when setting the attached tags.
#define EV_TagIndex_Update(i, o)
 Called when updating the attached tags index.
#define EV_WantEventchase(i, o)
 Called checking if 3rd person mode should be forced on.
#define EV_Weapon_ImpactEffect(i, o)
 Return true to not draw any impact effect.

Functions

 MUTATOR_HOOKABLE (AnnouncerOption, EV_AnnouncerOption)
 MUTATOR_HOOKABLE (ClearModelParams, EV_NO_ARGS)
 Called when clearing the global parameters for a model.
 MUTATOR_HOOKABLE (CSQC_ConsoleCommand, EV_CSQC_ConsoleCommand)
 MUTATOR_HOOKABLE (CustomizeEventchase, EV_CustomizeEventchase)
 MUTATOR_HOOKABLE (DamageInfo, EV_DamageInfo)
 MUTATOR_HOOKABLE (DrawCrosshair, EV_NO_ARGS)
 Return true to not draw crosshair.
 MUTATOR_HOOKABLE (DrawDeathScoreboard, EV_NO_ARGS)
 Return true to not draw scoreboard while dead.
 MUTATOR_HOOKABLE (DrawGrapplingHook, EV_DrawGrapplingHook)
 MUTATOR_HOOKABLE (DrawInfoMessages, EV_DrawInfoMessages)
 MUTATOR_HOOKABLE (DrawReticle, EV_NO_ARGS)
 Return true to not draw zoom reticle.
 MUTATOR_HOOKABLE (DrawScoreboard, EV_NO_ARGS)
 Return true to not draw scoreboard.
 MUTATOR_HOOKABLE (DrawScoreboard_Force, EV_NO_ARGS)
 Return true to force showing of the scoreboard.
 MUTATOR_HOOKABLE (DrawScoreboardAccuracy, EV_NO_ARGS)
 Return true to not show accuracy stats in the scoreboard.
 MUTATOR_HOOKABLE (DrawScoreboardItemStats, EV_NO_ARGS)
 Return true to not show item pickup stats in the scoreboard.
 MUTATOR_HOOKABLE (DrawViewModel, EV_DrawViewModel)
 MUTATOR_HOOKABLE (EditProjectile, EV_EditProjectile)
 MUTATOR_HOOKABLE (Ent_Init, EV_NO_ARGS)
 MUTATOR_HOOKABLE (Ent_Projectile, EV_Ent_Projectile)
 MUTATOR_HOOKABLE (Ent_Update, EV_Ent_Update)
 MUTATOR_HOOKABLE (ForcePlayercolors_Skip, EV_ForcePlayercolors_Skip)
 MUTATOR_HOOKABLE (ForcePlayermodels_Skip, EV_ForcePlayermodels_Skip)
 MUTATOR_HOOKABLE (GetModelParams, EV_GetModelParams)
 MUTATOR_HOOKABLE (HUD_Command, EV_HUD_Command)
 MUTATOR_HOOKABLE (HUD_Contents, EV_NO_ARGS)
 Called when updating the view's liquid contents, return true to disable the standard checks and apply your own.
 MUTATOR_HOOKABLE (HUD_Damage_show, EV_NO_ARGS)
 return true to hide the damage HUD overlay
 MUTATOR_HOOKABLE (HUD_Draw_overlay, EV_HUD_Draw_overlay)
 MUTATOR_HOOKABLE (HUD_Physics_showoptional, EV_NO_ARGS)
 return true to show the physics HUD panel when optional mode is enabled
 MUTATOR_HOOKABLE (HUD_Powerups_add, EV_NO_ARGS)
 MUTATOR_HOOKABLE (HUD_Score_show, EV_NO_ARGS)
 return true to hide the score HUD panel
 MUTATOR_HOOKABLE (HUD_StrafeHUD_showoptional, EV_NO_ARGS)
 return true to show the strafehud when optional mode is enabled
 MUTATOR_HOOKABLE (Particles_VortexBeam, EV_Particles_VortexBeam)
 MUTATOR_HOOKABLE (PrecacheProjectiles, EV_NO_ARGS)
 MUTATOR_HOOKABLE (ShowNames_Draw, EV_ShowNames_Draw)
 MUTATOR_HOOKABLE (ShowRaceTimer, EV_NO_ARGS)
 Return true to display the race timer HUD panel.
 MUTATOR_HOOKABLE (ShowRankings, EV_ShowRankings)
 MUTATOR_HOOKABLE (Skeleton_CheckBones, EV_Skeleton_CheckBones)
 MUTATOR_HOOKABLE (Skeleton_CheckModel, EV_Skeleton_CheckModel)
 MUTATOR_HOOKABLE (TagIndex_Apply, EV_TagIndex_Apply)
 MUTATOR_HOOKABLE (TagIndex_Update, EV_TagIndex_Update)
 MUTATOR_HOOKABLE (TeamRadar_Draw, EV_NO_ARGS)
 Return true to force team radar to display entities regardless of their team.
 MUTATOR_HOOKABLE (UpdateCrosshair, EV_NO_ARGS)
 MUTATOR_HOOKABLE (WantEventchase, EV_WantEventchase)
 MUTATOR_HOOKABLE (Weapon_ImpactEffect, EV_Weapon_ImpactEffect)

Macro Definition Documentation

◆ EV_AnnouncerOption

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

Definition at line 105 of file events.qh.

105#define EV_AnnouncerOption(i, o) \
106 i(string, MUTATOR_ARGV_0_string) \
107 o(string, MUTATOR_ARGV_0_string) \
108 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_CSQC_ConsoleCommand

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

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, CSQC_ConsoleCommand) { if (MUTATOR_RETURNVALUE) return false; // command was already handled string cmd_name = M_ARGV(0, string); int cmd_argc = M_ARGV(1, int); 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 31 of file events.qh.

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) \
35 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_CustomizeEventchase

#define EV_CustomizeEventchase ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \
/* current_view_origin_override */ o(vector, MUTATOR_ARGV_0_vector) \
/* view_offset_override */ o(vector, MUTATOR_ARGV_1_vector) \
/* chase_distance_override */ o(float, MUTATOR_ARGV_0_float) \
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
vector
Definition self.qh:92

allow customizing 3rd person mode effect

Definition at line 97 of file events.qh.

97#define EV_CustomizeEventchase(i, o) \
98 i(entity, MUTATOR_ARGV_0_entity) \
99 /* current_view_origin_override */ o(vector, MUTATOR_ARGV_0_vector) \
100 /* view_offset_override */ o(vector, MUTATOR_ARGV_1_vector) \
101 /* chase_distance_override */ o(float, MUTATOR_ARGV_0_float) \
102 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_DamageInfo

#define EV_DamageInfo ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \ i(vector, MUTATOR_ARGV_2_vector) \

Called when damage info is received on the client, useful for playing explosion effects.

Definition at line 224 of file events.qh.

224#define EV_DamageInfo(i, o) \
225 i(entity, MUTATOR_ARGV_0_entity) \
226 i(int, MUTATOR_ARGV_1_int) \
227 i(vector, MUTATOR_ARGV_2_vector) \
228 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_DrawGrapplingHook

#define EV_DrawGrapplingHook ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \
/***/ o(string, MUTATOR_ARGV_1_string) \ i(vector, MUTATOR_ARGV_2_vector) \
/***/ o(vector, MUTATOR_ARGV_2_vector) \ i(float, MUTATOR_ARGV_3_float) \

Draw the grapple hook, allows changing hook texture and colour.

Definition at line 155 of file events.qh.

155#define EV_DrawGrapplingHook(i, o) \
156 i(entity, MUTATOR_ARGV_0_entity) \
157 i(string, MUTATOR_ARGV_1_string) \
158 /***/ o(string, MUTATOR_ARGV_1_string) \
159 i(vector, MUTATOR_ARGV_2_vector) \
160 /***/ o(vector, MUTATOR_ARGV_2_vector) \
161 i(float, MUTATOR_ARGV_3_float) \
162 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_DrawInfoMessages

#define EV_DrawInfoMessages ( i,
o )
Value:
i(vector, MUTATOR_ARGV_0_vector) \
/***/ o(vector, MUTATOR_ARGV_0_vector) \ i(vector, MUTATOR_ARGV_1_vector) \ i(int, MUTATOR_ARGV_2_int) \
/***/ o(int, MUTATOR_ARGV_2_int) \

Called when drawing info messages, allows adding new info messages.

Return true to hide the standard join message

Definition at line 191 of file events.qh.

191#define EV_DrawInfoMessages(i, o) \
192 i(vector, MUTATOR_ARGV_0_vector) \
193 /***/ o(vector, MUTATOR_ARGV_0_vector) \
194 i(vector, MUTATOR_ARGV_1_vector) \
195 i(int, MUTATOR_ARGV_2_int) \
196 /***/ o(int, MUTATOR_ARGV_2_int) \
197 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_DrawViewModel

#define EV_DrawViewModel ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \

Called when the view model is being animated (setorigin is called after the hook, so you only need to modify origin here if desired)

Definition at line 201 of file events.qh.

201#define EV_DrawViewModel(i, o) \
202 i(entity, MUTATOR_ARGV_0_entity) \
203 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_EditProjectile

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

Called when a projectile's properties are being modified.

Definition at line 48 of file events.qh.

48#define EV_EditProjectile(i, o) \
49 i(entity, MUTATOR_ARGV_0_entity) \
50 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Ent_Projectile

#define EV_Ent_Projectile ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \

Called when a projectile is linked with CSQC.

Definition at line 42 of file events.qh.

42#define EV_Ent_Projectile(i, o) \
43 i(entity, MUTATOR_ARGV_0_entity) \
44 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Ent_Update

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

Called when an entity is updated (either by SVQC networking or PVS)

Definition at line 166 of file events.qh.

166#define EV_Ent_Update(i, o) \
167 i(entity, MUTATOR_ARGV_0_entity) \
168 i(bool, MUTATOR_ARGV_1_bool) \
169 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ForcePlayercolors_Skip

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

Return true to disable player color forcing.

Definition at line 217 of file events.qh.

217#define EV_ForcePlayercolors_Skip(i, o) \
218 i(entity, MUTATOR_ARGV_0_entity) \
219 i(bool, MUTATOR_ARGV_1_bool) \
220 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ForcePlayermodels_Skip

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

Return true to disable player model forcing.

Definition at line 210 of file events.qh.

210#define EV_ForcePlayermodels_Skip(i, o) \
211 i(entity, MUTATOR_ARGV_0_entity) \
212 i(bool, MUTATOR_ARGV_1_bool) \
213 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GetModelParams

#define EV_GetModelParams ( i,
o )
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 84 of file events.qh.

84#define EV_GetModelParams(i, o) \
85 i(string, MUTATOR_ARGV_0_string) \
86 i(string, MUTATOR_ARGV_1_string) \
87 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_HUD_Command

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

Definition at line 149 of file events.qh.

149#define EV_HUD_Command(i, o) \
150 i(int, MUTATOR_ARGV_0_int) \
151 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_HUD_Draw_overlay

#define EV_HUD_Draw_overlay ( i,
o )
Value:
o(vector, MUTATOR_ARGV_0_vector) \
o(float, MUTATOR_ARGV_1_float) \

Definition at line 113 of file events.qh.

113#define EV_HUD_Draw_overlay(i, o) \
114 /**/ o(vector, MUTATOR_ARGV_0_vector) \
115 /**/ o(float, MUTATOR_ARGV_1_float) \
116 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Particles_VortexBeam

#define EV_Particles_VortexBeam ( i,
o )
Value:
i(vector, MUTATOR_ARGV_0_vector) \ i(vector, MUTATOR_ARGV_1_vector) \

Return true to not draw any vortex beam.

Definition at line 134 of file events.qh.

134#define EV_Particles_VortexBeam(i, o) \
135 i(vector, MUTATOR_ARGV_0_vector) \
136 i(vector, MUTATOR_ARGV_1_vector) \
137 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ShowNames_Draw

#define EV_ShowNames_Draw ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
/***/ o(float, MUTATOR_ARGV_1_float) \

Called when drawing a player's nameplate, return true to hide it.

Definition at line 241 of file events.qh.

241#define EV_ShowNames_Draw(i, o) \
242 i(entity, MUTATOR_ARGV_0_entity) \
243 i(float, MUTATOR_ARGV_1_float) \
244 /***/ o(float, MUTATOR_ARGV_1_float) \
245 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ShowRankings

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

Return true to show leaderboard rankings, needs title argument set.

Definition at line 235 of file events.qh.

235#define EV_ShowRankings(i, o) \
236 o(string, MUTATOR_ARGV_0_string) \
237 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Skeleton_CheckBones

#define EV_Skeleton_CheckBones ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \

Called when setting up skeleton bones.

Definition at line 69 of file events.qh.

69#define EV_Skeleton_CheckBones(i, o) \
70 i(entity, MUTATOR_ARGV_0_entity) \
71 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Skeleton_CheckModel

#define EV_Skeleton_CheckModel ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \

Called when setting up bones from the loaded model.

Definition at line 75 of file events.qh.

75#define EV_Skeleton_CheckModel(i, o) \
76 i(entity, MUTATOR_ARGV_0_entity) \
77 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TagIndex_Apply

#define EV_TagIndex_Apply ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \

Called when setting the attached tags.

Definition at line 63 of file events.qh.

63#define EV_TagIndex_Apply(i, o) \
64 i(entity, MUTATOR_ARGV_0_entity) \
65 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TagIndex_Update

#define EV_TagIndex_Update ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \

Called when updating the attached tags index.

Definition at line 57 of file events.qh.

57#define EV_TagIndex_Update(i, o) \
58 i(entity, MUTATOR_ARGV_0_entity) \
59 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_WantEventchase

#define EV_WantEventchase ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \

Called checking if 3rd person mode should be forced on.

Definition at line 91 of file events.qh.

91#define EV_WantEventchase(i, o) \
92 i(entity, MUTATOR_ARGV_0_entity) \
93 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Weapon_ImpactEffect

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

Return true to not draw any impact effect.

Definition at line 141 of file events.qh.

141#define EV_Weapon_ImpactEffect(i, o) \
142 i(entity, MUTATOR_ARGV_0_entity) \
143 i(entity, MUTATOR_ARGV_1_entity) \
144 /**/

Referenced by MUTATOR_HOOKABLE().

Function Documentation

◆ MUTATOR_HOOKABLE() [1/43]

MUTATOR_HOOKABLE ( AnnouncerOption ,
EV_AnnouncerOption  )

◆ MUTATOR_HOOKABLE() [2/43]

MUTATOR_HOOKABLE ( ClearModelParams ,
EV_NO_ARGS  )

Called when clearing the global parameters for a model.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [3/43]

◆ MUTATOR_HOOKABLE() [4/43]

MUTATOR_HOOKABLE ( CustomizeEventchase ,
EV_CustomizeEventchase  )

◆ MUTATOR_HOOKABLE() [5/43]

MUTATOR_HOOKABLE ( DamageInfo ,
EV_DamageInfo  )

References EV_DamageInfo.

◆ MUTATOR_HOOKABLE() [6/43]

MUTATOR_HOOKABLE ( DrawCrosshair ,
EV_NO_ARGS  )

Return true to not draw crosshair.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [7/43]

MUTATOR_HOOKABLE ( DrawDeathScoreboard ,
EV_NO_ARGS  )

Return true to not draw scoreboard while dead.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [8/43]

MUTATOR_HOOKABLE ( DrawGrapplingHook ,
EV_DrawGrapplingHook  )

References EV_DrawGrapplingHook.

◆ MUTATOR_HOOKABLE() [9/43]

MUTATOR_HOOKABLE ( DrawInfoMessages ,
EV_DrawInfoMessages  )

References EV_DrawInfoMessages.

◆ MUTATOR_HOOKABLE() [10/43]

MUTATOR_HOOKABLE ( DrawReticle ,
EV_NO_ARGS  )

Return true to not draw zoom reticle.

References DrawReticle(), and EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [11/43]

MUTATOR_HOOKABLE ( DrawScoreboard ,
EV_NO_ARGS  )

Return true to not draw scoreboard.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [12/43]

MUTATOR_HOOKABLE ( DrawScoreboard_Force ,
EV_NO_ARGS  )

Return true to force showing of the scoreboard.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [13/43]

MUTATOR_HOOKABLE ( DrawScoreboardAccuracy ,
EV_NO_ARGS  )

Return true to not show accuracy stats in the scoreboard.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [14/43]

MUTATOR_HOOKABLE ( DrawScoreboardItemStats ,
EV_NO_ARGS  )

Return true to not show item pickup stats in the scoreboard.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [15/43]

MUTATOR_HOOKABLE ( DrawViewModel ,
EV_DrawViewModel  )

References EV_DrawViewModel.

◆ MUTATOR_HOOKABLE() [16/43]

MUTATOR_HOOKABLE ( EditProjectile ,
EV_EditProjectile  )

References EV_EditProjectile.

◆ MUTATOR_HOOKABLE() [17/43]

MUTATOR_HOOKABLE ( Ent_Init ,
EV_NO_ARGS  )

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [18/43]

MUTATOR_HOOKABLE ( Ent_Projectile ,
EV_Ent_Projectile  )

References EV_Ent_Projectile.

◆ MUTATOR_HOOKABLE() [19/43]

MUTATOR_HOOKABLE ( Ent_Update ,
EV_Ent_Update  )

References EV_Ent_Update.

◆ MUTATOR_HOOKABLE() [20/43]

MUTATOR_HOOKABLE ( ForcePlayercolors_Skip ,
EV_ForcePlayercolors_Skip  )

◆ MUTATOR_HOOKABLE() [21/43]

MUTATOR_HOOKABLE ( ForcePlayermodels_Skip ,
EV_ForcePlayermodels_Skip  )

◆ MUTATOR_HOOKABLE() [22/43]

MUTATOR_HOOKABLE ( GetModelParams ,
EV_GetModelParams  )

References EV_GetModelParams.

◆ MUTATOR_HOOKABLE() [23/43]

MUTATOR_HOOKABLE ( HUD_Command ,
EV_HUD_Command  )

References EV_HUD_Command.

◆ MUTATOR_HOOKABLE() [24/43]

MUTATOR_HOOKABLE ( HUD_Contents ,
EV_NO_ARGS  )

Called when updating the view's liquid contents, return true to disable the standard checks and apply your own.

References EV_NO_ARGS, and HUD_Contents().

◆ MUTATOR_HOOKABLE() [25/43]

MUTATOR_HOOKABLE ( HUD_Damage_show ,
EV_NO_ARGS  )

return true to hide the damage HUD overlay

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [26/43]

MUTATOR_HOOKABLE ( HUD_Draw_overlay ,
EV_HUD_Draw_overlay  )

References EV_HUD_Draw_overlay.

◆ MUTATOR_HOOKABLE() [27/43]

MUTATOR_HOOKABLE ( HUD_Physics_showoptional ,
EV_NO_ARGS  )

return true to show the physics HUD panel when optional mode is enabled

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [28/43]

MUTATOR_HOOKABLE ( HUD_Powerups_add ,
EV_NO_ARGS  )

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [29/43]

MUTATOR_HOOKABLE ( HUD_Score_show ,
EV_NO_ARGS  )

return true to hide the score HUD panel

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [30/43]

MUTATOR_HOOKABLE ( HUD_StrafeHUD_showoptional ,
EV_NO_ARGS  )

return true to show the strafehud when optional mode is enabled

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [31/43]

MUTATOR_HOOKABLE ( Particles_VortexBeam ,
EV_Particles_VortexBeam  )

◆ MUTATOR_HOOKABLE() [32/43]

MUTATOR_HOOKABLE ( PrecacheProjectiles ,
EV_NO_ARGS  )

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [33/43]

MUTATOR_HOOKABLE ( ShowNames_Draw ,
EV_ShowNames_Draw  )

References EV_ShowNames_Draw.

◆ MUTATOR_HOOKABLE() [34/43]

MUTATOR_HOOKABLE ( ShowRaceTimer ,
EV_NO_ARGS  )

Return true to display the race timer HUD panel.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [35/43]

MUTATOR_HOOKABLE ( ShowRankings ,
EV_ShowRankings  )

References EV_ShowRankings.

◆ MUTATOR_HOOKABLE() [36/43]

MUTATOR_HOOKABLE ( Skeleton_CheckBones ,
EV_Skeleton_CheckBones  )

◆ MUTATOR_HOOKABLE() [37/43]

MUTATOR_HOOKABLE ( Skeleton_CheckModel ,
EV_Skeleton_CheckModel  )

◆ MUTATOR_HOOKABLE() [38/43]

MUTATOR_HOOKABLE ( TagIndex_Apply ,
EV_TagIndex_Apply  )

References EV_TagIndex_Apply.

◆ MUTATOR_HOOKABLE() [39/43]

MUTATOR_HOOKABLE ( TagIndex_Update ,
EV_TagIndex_Update  )

References EV_TagIndex_Update.

◆ MUTATOR_HOOKABLE() [40/43]

MUTATOR_HOOKABLE ( TeamRadar_Draw ,
EV_NO_ARGS  )

Return true to force team radar to display entities regardless of their team.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [41/43]

MUTATOR_HOOKABLE ( UpdateCrosshair ,
EV_NO_ARGS  )

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [42/43]

MUTATOR_HOOKABLE ( WantEventchase ,
EV_WantEventchase  )

◆ MUTATOR_HOOKABLE() [43/43]

MUTATOR_HOOKABLE ( Weapon_ImpactEffect ,
EV_Weapon_ImpactEffect  )