Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
events.qh File Reference
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Go to the source code of this file.

Macros

#define EV_BuildGameplayTipsString(i, o)
 appends mutator string for displaying extra gameplay tips
#define EV_BuildMutatorsPrettyString(i, o)
 appends ", Mutator name" to ret_string for display
#define EV_BuildMutatorsString(i, o)
 appends ":mutatorname" to argument for logging
#define EV_IsFlying(i, o)
#define EV_NO_ARGS(i, o)
#define EV_PlayerCanCrouch(i, o)
 decides whether a player can crouch or not
#define EV_PlayerJump(i, o)
 called when a player presses the jump key
#define EV_PlayerPhysics(i, o)
 called before any player physics, may adjust variables for movement, is run AFTER bot code and idle checking on the server
#define EV_PM_Physics(i, o)
 called during player physics, allows adjusting the movement type used
#define EV_WeaponModel(i, o)
 called when a weapon model is about to be set, allows custom paths etc.
#define EV_WeaponSound(i, o)
 called when a weapon sound is about to be played, allows custom paths etc.
#define EV_WP_Format(i, o)
#define M_ARGV(x, type)
#define MUTATOR_NEWGLOBAL(x, type)
#define MUTATOR_TYPES(_, x)

Functions

 MUTATOR_HOOKABLE (BuildGameplayTipsString, EV_BuildGameplayTipsString)
 MUTATOR_HOOKABLE (BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString)
 MUTATOR_HOOKABLE (BuildMutatorsString, EV_BuildMutatorsString)
 MUTATOR_HOOKABLE (IsFlying, EV_IsFlying)
 MUTATOR_HOOKABLE (PlayerCanCrouch, EV_PlayerCanCrouch)
 MUTATOR_HOOKABLE (PlayerJump, EV_PlayerJump)
 MUTATOR_HOOKABLE (PlayerPhysics, EV_PlayerPhysics)
 MUTATOR_HOOKABLE (PM_Physics, EV_PM_Physics)
 MUTATOR_HOOKABLE (WeaponModel, EV_WeaponModel)
 MUTATOR_HOOKABLE (WeaponSound, EV_WeaponSound)
 MUTATOR_HOOKABLE (WP_Format, EV_WP_Format)

Macro Definition Documentation

◆ EV_BuildGameplayTipsString

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

appends mutator string for displaying extra gameplay tips

Definition at line 52 of file events.qh.

52#define EV_BuildGameplayTipsString(i, o) \
53 i(string, MUTATOR_ARGV_0_string) \
54 /**/ o(string, MUTATOR_ARGV_0_string) \
55 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_BuildMutatorsPrettyString

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

appends ", Mutator name" to ret_string for display

Definition at line 45 of file events.qh.

45#define EV_BuildMutatorsPrettyString(i, o) \
46 i(string, MUTATOR_ARGV_0_string) \
47 /**/ o(string, MUTATOR_ARGV_0_string) \
48 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_BuildMutatorsString

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

appends ":mutatorname" to argument for logging

Definition at line 38 of file events.qh.

38#define EV_BuildMutatorsString(i, o) \
39 i(string, MUTATOR_ARGV_0_string) \
40 /**/ o(string, MUTATOR_ARGV_0_string) \
41 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_IsFlying

#define EV_IsFlying ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback

Definition at line 58 of file events.qh.

58#define EV_IsFlying(i, o) \
59 /**/ i(entity, MUTATOR_ARGV_0_entity) \
60 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_NO_ARGS

◆ EV_PlayerCanCrouch

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

decides whether a player can crouch or not

Definition at line 117 of file events.qh.

117#define EV_PlayerCanCrouch(i, o) \
118 i(entity, MUTATOR_ARGV_0_entity) \
119 i(bool, MUTATOR_ARGV_1_bool) \
120 /**/ o(bool, MUTATOR_ARGV_1_bool) \
121 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerJump

#define EV_PlayerJump ( i,
o )
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) \

called when a player presses the jump key

Definition at line 83 of file events.qh.

83#define EV_PlayerJump(i, o) \
84 i(entity, MUTATOR_ARGV_0_entity) \
85 i(float, MUTATOR_ARGV_1_float) \
86 /**/ o(float, MUTATOR_ARGV_1_float) \
87 i(bool, MUTATOR_ARGV_2_bool) \
88 /**/ o(bool, MUTATOR_ARGV_2_bool) \
89 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerPhysics

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

called before any player physics, may adjust variables for movement, is run AFTER bot code and idle checking on the server

Definition at line 76 of file events.qh.

76#define EV_PlayerPhysics(i, o) \
77 i(entity, MUTATOR_ARGV_0_entity) \
78 i(float, MUTATOR_ARGV_1_float) \
79 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PM_Physics

#define EV_PM_Physics ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \ i(float, MUTATOR_ARGV_2_float) \

called during player physics, allows adjusting the movement type used

Definition at line 93 of file events.qh.

93#define EV_PM_Physics(i, o) \
94 i(entity, MUTATOR_ARGV_0_entity) \
95 i(float, MUTATOR_ARGV_1_float) \
96 i(float, MUTATOR_ARGV_2_float) \
97 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_WeaponModel

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

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

Definition at line 109 of file events.qh.

109#define EV_WeaponModel(i, o) \
110 i(string, MUTATOR_ARGV_0_string) \
111 i(string, MUTATOR_ARGV_1_string) \
112 /**/ o(string, MUTATOR_ARGV_1_string) \
113 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_WeaponSound

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

called when a weapon sound is about to be played, allows custom paths etc.

Definition at line 101 of file events.qh.

101#define EV_WeaponSound(i, o) \
102 i(string, MUTATOR_ARGV_0_string) \
103 i(string, MUTATOR_ARGV_1_string) \
104 /**/ o(string, MUTATOR_ARGV_1_string) \
105 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_WP_Format

#define EV_WP_Format ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \
i(string, MUTATOR_ARGV_1_string) \
o(vector, MUTATOR_ARGV_2_vector) \
o(string, MUTATOR_ARGV_3_string) \
o(string, MUTATOR_ARGV_4_string) \
vector
Definition self.qh:92

Definition at line 63 of file events.qh.

63#define EV_WP_Format(i, o) \
64 /**/ i(entity, MUTATOR_ARGV_0_entity) \
65 /**/ i(string, MUTATOR_ARGV_1_string) \
66 /**/ o(vector, MUTATOR_ARGV_2_vector) \
67 /**/ o(string, MUTATOR_ARGV_3_string) \
68 /**/ o(string, MUTATOR_ARGV_4_string) \
69 /**/

Referenced by MUTATOR_HOOKABLE().

◆ M_ARGV

#define M_ARGV ( x,
type )
Value:
MUTATOR_ARGV_##x##_##type

Definition at line 17 of file events.qh.

Referenced by AnnouncerOption(), AppendItemcodes(), bot_fixcount(), buff_Touch(), CheckPlayerJump(), CheckRules_World(), ClientKill_TeamChange(), CommonCommand_editmob(), Damage(), Draw_GrapplingHook(), Draw_ShowNames(), fireBullet_falloff(), FixPlayermodel(), formatmessage(), GameLogInit(), GetPlayerLimit(), getrecords(), GetResourceLimit(), GiveFrags(), GiveResource(), GiveResourceWithLimit(), GrapplingHookThink(), HUD_Draw(), HUD_InfoMessages(), if(), if(), if(), Item_Model(), Item_Sound(), Item_Touch(), M_Model(), monster_dropitem(), Monster_Move(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), 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TeamBalance_CheckAllowedTeams(), TeamBalance_FindBestTeams(), TeamBalance_GetPlayerForTeamSwitch(), TeamBalance_GetTeamCounts(), turret_checkfire(), turret_validate_target(), View_EventChase(), W_DecreaseAmmo(), W_Devastator_DoRemoteExplode(), W_Model(), W_Sound(), W_WeaponRateFactor(), W_WeaponSpeedFactor(), want_weapon(), WaypointSprite_SendEntity(), and weapon_defaultspawnfunc().

◆ MUTATOR_NEWGLOBAL

#define MUTATOR_NEWGLOBAL ( x,
type )
Value:
type MUTATOR_ARGV_##x##_##type;

Definition at line 18 of file events.qh.

◆ MUTATOR_TYPES

#define MUTATOR_TYPES ( _,
x )
Value:
_(x, bool) \
_(x, int) \
_(x, entity) \
_(x, float) \
_(x, vector) \
_(x, string) \

Definition at line 7 of file events.qh.

7#define MUTATOR_TYPES(_, x) \
8 _(x, bool) \
9 _(x, int) \
10 _(x, entity) \
11 _(x, float) \
12 _(x, vector) \
13 _(x, string) \
14 /**/

Function Documentation

◆ MUTATOR_HOOKABLE() [1/11]

MUTATOR_HOOKABLE ( BuildGameplayTipsString ,
EV_BuildGameplayTipsString  )

◆ MUTATOR_HOOKABLE() [2/11]

MUTATOR_HOOKABLE ( BuildMutatorsPrettyString ,
EV_BuildMutatorsPrettyString  )

◆ MUTATOR_HOOKABLE() [3/11]

MUTATOR_HOOKABLE ( BuildMutatorsString ,
EV_BuildMutatorsString  )

◆ MUTATOR_HOOKABLE() [4/11]

MUTATOR_HOOKABLE ( IsFlying ,
EV_IsFlying  )

References EV_IsFlying, and IsFlying().

◆ MUTATOR_HOOKABLE() [5/11]

MUTATOR_HOOKABLE ( PlayerCanCrouch ,
EV_PlayerCanCrouch  )

References EV_PlayerCanCrouch.

◆ MUTATOR_HOOKABLE() [6/11]

MUTATOR_HOOKABLE ( PlayerJump ,
EV_PlayerJump  )

References EV_PlayerJump, and PlayerJump().

◆ MUTATOR_HOOKABLE() [7/11]

MUTATOR_HOOKABLE ( PlayerPhysics ,
EV_PlayerPhysics  )

References EV_PlayerPhysics.

◆ MUTATOR_HOOKABLE() [8/11]

MUTATOR_HOOKABLE ( PM_Physics ,
EV_PM_Physics  )

References EV_PM_Physics.

◆ MUTATOR_HOOKABLE() [9/11]

MUTATOR_HOOKABLE ( WeaponModel ,
EV_WeaponModel  )

References EV_WeaponModel.

◆ MUTATOR_HOOKABLE() [10/11]

MUTATOR_HOOKABLE ( WeaponSound ,
EV_WeaponSound  )

References EV_WeaponSound.

◆ MUTATOR_HOOKABLE() [11/11]

MUTATOR_HOOKABLE ( WP_Format ,
EV_WP_Format  )

References EV_WP_Format.