Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
events.qh File Reference
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Macros

#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.
#define params(i, o)
 Appends ":mutatorname" to argument for logging.

Functions

 MUTATOR_HOOKABLE (BuildGameplayTipsString, params)
 MUTATOR_HOOKABLE (BuildMutatorsPrettyString, params)
 MUTATOR_HOOKABLE (BuildMutatorsString, params)
 MUTATOR_HOOKABLE (IsFlying, params)
 MUTATOR_HOOKABLE (PlayerCanCrouch, params)
 MUTATOR_HOOKABLE (PlayerJump, params)
 MUTATOR_HOOKABLE (PlayerPhysics, params)
 MUTATOR_HOOKABLE (PM_Physics, params)
 MUTATOR_HOOKABLE (WeaponModel, params)
 MUTATOR_HOOKABLE (WeaponSound, params)
 MUTATOR_HOOKABLE (WP_Format, params)

Macro Definition Documentation

◆ params [1/11]

#define params ( i,
o )
Value:
i(entity, 0) /* player */ \
i(bool, 1) /* do_crouch */ \
o(bool, 1) \
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [2/11]

#define params ( i,
o )
Value:
i(string, 0) /* model */ \
i(string, 1) /* output */ \
o(string, 1) \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [3/11]

#define params ( i,
o )
Value:
i(string, 0) /* sound */ \
i(string, 1) /* output */ \
o(string, 1) \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [4/11]

#define params ( i,
o )
Value:
i(entity, 0) /* player */ \
i(float, 1) /* maxspeed_mod */ \
i(float, 2) /* tick rate */ \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [5/11]

#define params ( i,
o )
Value:
i(entity, 0) /* player */ \
i(float, 1) /* jump height */ \
o(float, 1) \
i(bool, 2) /* multijump */ \
o(bool, 2) \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [6/11]

#define params ( i,
o )
Value:
i(entity, 0) /* player */ \
i(float, 1) /* ticrate */ \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [7/11]

#define params ( i,
o )
Value:
i(entity, 0) \
i(string, 1) \
o(vector, 2) \
o(string, 3) \
o(string, 4) \
vector
Definition self.qh:96

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [8/11]

#define params ( i,
o )
Value:
i(entity, 0) \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [9/11]

#define params ( i,
o )
Value:
i(string, 0) /* tips string */ \
o(string, 0) \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [10/11]

#define params ( i,
o )
Value:
i(string, 0) /* mutator string */ \
o(string, 0) \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

◆ params [11/11]

#define params ( i,
o )
Value:
i(string, 0) /* mutator string */ \
o(string, 0) \

Appends ":mutatorname" to argument for logging.

Decides whether a player can crouch or not.

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

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

Called during player physics, allows adjusting the movement type used.

Called when a player presses the jump key.

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

Appends mutator string for displaying extra gameplay tips.

Appends ", Mutator name" to ret_string for display.

Definition at line 4 of file events.qh.

4#define params(i, o) \
5 i(string, 0) /* mutator string */ \
6 o(string, 0) \
7 /**/

Function Documentation

◆ MUTATOR_HOOKABLE() [1/11]

MUTATOR_HOOKABLE ( BuildGameplayTipsString ,
params  )

References params.

◆ MUTATOR_HOOKABLE() [2/11]

MUTATOR_HOOKABLE ( BuildMutatorsPrettyString ,
params  )

References params.

◆ MUTATOR_HOOKABLE() [3/11]

MUTATOR_HOOKABLE ( BuildMutatorsString ,
params  )

References params.

◆ MUTATOR_HOOKABLE() [4/11]

MUTATOR_HOOKABLE ( IsFlying ,
params  )

References IsFlying(), and params.

◆ MUTATOR_HOOKABLE() [5/11]

MUTATOR_HOOKABLE ( PlayerCanCrouch ,
params  )

References params.

◆ MUTATOR_HOOKABLE() [6/11]

MUTATOR_HOOKABLE ( PlayerJump ,
params  )

References params, and PlayerJump().

◆ MUTATOR_HOOKABLE() [7/11]

MUTATOR_HOOKABLE ( PlayerPhysics ,
params  )

References params.

◆ MUTATOR_HOOKABLE() [8/11]

MUTATOR_HOOKABLE ( PM_Physics ,
params  )

References params.

◆ MUTATOR_HOOKABLE() [9/11]

MUTATOR_HOOKABLE ( WeaponModel ,
params  )

References params.

◆ MUTATOR_HOOKABLE() [10/11]

MUTATOR_HOOKABLE ( WeaponSound ,
params  )

References params.

◆ MUTATOR_HOOKABLE() [11/11]

MUTATOR_HOOKABLE ( WP_Format ,
params  )

References params.