3#define EV_NO_ARGS(i, o)
7#define MUTATOR_TYPES(_, x) \
17#define M_ARGV(x, type) MUTATOR_ARGV_##x##_##type
18#define MUTATOR_NEWGLOBAL(x, type) type MUTATOR_ARGV_##x##_##type;
33#undef MUTATOR_NEWGLOBAL
38#define EV_BuildMutatorsString(i, o) \
39 i(string, MUTATOR_ARGV_0_string) \
40 o(string, MUTATOR_ARGV_0_string) \
45#define EV_BuildMutatorsPrettyString(i, o) \
46 i(string, MUTATOR_ARGV_0_string) \
47 o(string, MUTATOR_ARGV_0_string) \
52#define EV_BuildGameplayTipsString(i, o) \
53 i(string, MUTATOR_ARGV_0_string) \
54 o(string, MUTATOR_ARGV_0_string) \
58#define EV_IsFlying(i, o) \
59 i(entity, MUTATOR_ARGV_0_entity) \
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) \
76#define EV_PlayerPhysics(i, o) \
77 i(entity, MUTATOR_ARGV_0_entity) \
78 i(float, MUTATOR_ARGV_1_float) \
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) \
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) \
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) \
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) \
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) \
#define MUTATOR_HOOKABLE(id, params)
#define EV_BuildGameplayTipsString(i, o)
appends mutator string for displaying extra gameplay tips
#define EV_BuildMutatorsString(i, o)
appends ":mutatorname" to argument for logging
#define MUTATOR_NEWGLOBAL(x, type)
#define EV_PM_Physics(i, o)
called during player physics, allows adjusting the movement type used
#define EV_IsFlying(i, o)
#define EV_WP_Format(i, o)
#define EV_PlayerPhysics(i, o)
called before any player physics, may adjust variables for movement, is run AFTER bot code and idle c...
#define EV_WeaponSound(i, o)
called when a weapon sound is about to be played, allows custom paths etc.
#define EV_PlayerCanCrouch(i, o)
decides whether a player can crouch or not
#define EV_WeaponModel(i, o)
called when a weapon model is about to be set, allows custom paths etc.
#define EV_BuildMutatorsPrettyString(i, o)
appends ", Mutator name" to ret_string for display
#define EV_PlayerJump(i, o)
called when a player presses the jump key
#define MUTATOR_TYPES(_, x)
bool PlayerJump(entity this)
bool IsFlying(entity this)