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) \
134#define EV_Particles_VortexBeam(i, o) \
135 i(vector, MUTATOR_ARGV_0_vector) \
136 i(vector, MUTATOR_ARGV_1_vector) \
141#define EV_Weapon_ImpactEffect(i, o) \
142 i(entity, MUTATOR_ARGV_0_entity) \
143 i(entity, MUTATOR_ARGV_1_entity) \
149#define EV_HUD_Command(i, o) \
150 i(int, MUTATOR_ARGV_0_int) \
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) \
166#define EV_Ent_Update(i, o) \
167 i(entity, MUTATOR_ARGV_0_entity) \
168 i(bool, MUTATOR_ARGV_1_bool) \
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) \
201#define EV_DrawViewModel(i, o) \
202 i(entity, MUTATOR_ARGV_0_entity) \
210#define EV_ForcePlayermodels_Skip(i, o) \
211 i(entity, MUTATOR_ARGV_0_entity) \
212 i(bool, MUTATOR_ARGV_1_bool) \
217#define EV_ForcePlayercolors_Skip(i, o) \
218 i(entity, MUTATOR_ARGV_0_entity) \
219 i(bool, MUTATOR_ARGV_1_bool) \
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) \
235#define EV_ShowRankings(i, o) \
236 o(string, MUTATOR_ARGV_0_string) \
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) \
#define MUTATOR_HOOKABLE(id, params)
#define EV_Skeleton_CheckModel(i, o)
Called when setting up bones from the loaded model.
#define EV_DamageInfo(i, o)
Called when damage info is received on the client, useful for playing explosion effects.
#define EV_GetModelParams(i, o)
Called when getting the global parameters for a model.
#define EV_DrawGrapplingHook(i, o)
Draw the grapple hook, allows changing hook texture and colour.
#define EV_EditProjectile(i, o)
Called when a projectile's properties are being modified.
#define EV_ShowNames_Draw(i, o)
Called when drawing a player's nameplate, return true to hide it.
#define EV_AnnouncerOption(i, o)
#define EV_ForcePlayercolors_Skip(i, o)
Return true to disable player color forcing.
#define EV_Weapon_ImpactEffect(i, o)
Return true to not draw any impact effect.
#define EV_DrawInfoMessages(i, o)
Called when drawing info messages, allows adding new info messages.
#define EV_Skeleton_CheckBones(i, o)
Called when setting up skeleton bones.
#define EV_WantEventchase(i, o)
Called checking if 3rd person mode should be forced on.
#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_HUD_Command(i, o)
#define EV_Particles_VortexBeam(i, o)
Return true to not draw any vortex beam.
#define EV_CustomizeEventchase(i, o)
allow customizing 3rd person mode effect
#define EV_Ent_Update(i, o)
Called when an entity is updated (either by SVQC networking or PVS)
#define EV_TagIndex_Apply(i, o)
Called when setting the attached tags.
#define EV_HUD_Draw_overlay(i, o)
#define EV_DrawViewModel(i, o)
Called when the view model is being animated (setorigin is called after the hook, so you only need to...
#define EV_TagIndex_Update(i, o)
Called when updating the attached tags index.
#define EV_ForcePlayermodels_Skip(i, o)
Return true to disable player model forcing.
#define EV_Ent_Projectile(i, o)
Called when a projectile is linked with CSQC.
#define EV_ShowRankings(i, o)
Return true to show leaderboard rankings, needs title argument set.
void DrawReticle(entity this)
#define CSQC_ConsoleCommand
int WantEventchase(entity this, bool want_vehiclechase)