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_AbortSpeedrun(i, o)
 called when a speedrun is aborted and the player is teleported back to start position
#define EV_AccuracyTargetValid(i, o)
 called when a target is checked for accuracy
#define EV_AddedPlayerScore(i, o)
#define EV_AddPlayerScore(i, o)
#define EV_AllowMobButcher(i, o)
 called when an admin tries to kill all monsters return 1 to prevent spawning
#define EV_AllowMobSpawning(i, o)
 called when a player tries to spawn a monster return 1 to prevent spawning NOTE: requires reason if disallowed
#define EV_AllowRocketJumping(i, o)
 Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
#define EV_AutoJoinOnConnection(i, o)
 returns true if client should be put as player on connection
#define EV_Bot_FixCount(i, o)
 called when player triggered kill (or is changing teams), return error to not do anything
#define EV_BotShouldAttack(i, o)
 called when a bot checks a target to attack return false to allow the bot to attack the target (inverted logic)
#define EV_BuffModel_Customize(i, o)
#define EV_BuffTouch(i, o)
 called at when a buff is touched.
#define EV_CalculateRespawnTime(i, o)
 return true to skip respawn time calculations
#define EV_ChatMessage(i, o)
 called when sending a chat message, ret argument can be changed to prevent the message
#define EV_ChatMessageTo(i, o)
 return true to prevent sending a chat (private, team or regular) message from reaching a certain player
#define EV_CheckRules_World(i, o)
#define EV_ClientCommand_FloodControl(i, o)
 please read EV_SV_ParseClientCommand description before using return true to skip flood control on the given command
#define EV_ClientCommand_Spectate(i, o)
#define EV_ClientConnect(i, o)
 called at when a player connect
#define EV_ClientDisconnect(i, o)
 called when a player disconnects
#define EV_ClientKill(i, o)
 called when player triggered kill (or is changing teams), return error to not do anything
#define EV_ClientKill_Now(i, o)
 called when player is about to be killed during kill command or changing teams
#define EV_ClientObituary(i, o)
 called when showing an obituary for the player.
#define EV_CopyBody(i, o)
 called when creating a clone of the player (usually for corpses that stay after the player has re-spawned)
#define EV_CustomizeWaypoint(i, o)
 called every frame.
#define EV_Damage_Calculate(i, o)
 called to adjust damage and force values which are applied to the player, used for e.g.
#define EV_DropSpecialItems(i, o)
#define EV_EditProjectile(i, o)
 can edit any "just fired" projectile
#define EV_FilterItem(i, o)
 checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields) return error to request removal
#define EV_FilterItemDefinition(i, o)
 Check if items having the given definition are allowed to spawn.
#define EV_FireBullet_Hit(i, o)
 called when a bullet has hit a target
#define EV_FixClientCvars(i, o)
#define EV_FixPlayermodel(i, o)
#define EV_ForbidDropCurrentWeapon(i, o)
 returns true if dropping the current weapon shall not be allowed at any time including death
#define EV_ForbidPlayerScore_Clear(i, o)
 returns 1 if clearing player score shall not be allowed
#define EV_ForbidRandomStartWeapons(i, o)
 called when player spawns to determine whether to give them random start weapons.
#define EV_ForbidSpawn(i, o)
 return true to prevent a spectator/observer to spawn as player
#define EV_ForbidThrowCurrentWeapon(i, o)
 returns true if throwing the current weapon shall not be allowed
#define EV_ForbidWeaponUse(i, o)
 return true to prevent weapon use for a player
#define EV_FormatMessage(i, o)
 called when formatting a chat message to replace fancy functions
#define EV_FragCenterMessage(i, o)
 allows overriding the frag centerprint messages
#define EV_FusionReactor_ValidTarget(i, o)
 called when a fusion reactor is validating its target
#define EV_GetCvars(i, o)
 is meant to call GetCvars_handle* for cvars this mutator needs from the client, e.g.: MUTATOR_HOOKFUNCTION(mymutator, GetCvars) { GetCvars_handleFloat(this, store, s, f, cvar_mycvar, "mycvar"); return false; } Usually you can just use REPLICATE instead of this hook, e.g.: REPLICATE(cvar_mycvar, int, "mycvar"); NOTE: requesting cvar values (get_cvars_f 0) is deprecated
#define EV_GetModelParams(i, o)
 Called when getting the global parameters for a model.
#define EV_GetPlayerLimit(i, o)
 Called when a player is trying to join, argument is the number of players allowed to join the match.
#define EV_GetPlayerStatus(i, o)
#define EV_GetPressedKeys(i, o)
 TODO change this into a general PlayerPostThink hook?
#define EV_GetRecords(i, o)
#define EV_GetResourceLimit(i, o)
 Called when the amount of entity resources changes.
#define EV_GiveFragsForKill(i, o)
 called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
#define EV_GiveResource(i, o)
 Called when entity is being given some resource.
#define EV_GiveResourceWithLimit(i, o)
 Called when entity is being given some resource with specified limit.
#define EV_GrappleHookThink(i, o)
#define EV_HavocBot_Aim(i, o)
 return true to use your own aim target (or none at all)
#define EV_HavocBot_ChooseRole(i, o)
#define EV_HelpMePing(i, o)
 called whenever a player uses impulse 33 (help me) in impulse.qc normally help me ping uses .waypointsprite_attachedforcarrier, but if your mutator uses something different then you can handle it in a special manner using this hook
#define EV_Item_RespawnCountdown(i, o)
 called when an item is about to respawn
#define EV_Item_ScheduleRespawn(i, o)
 return true to show a waypoint while the item is spawning
#define EV_Item_Spawn(i, o)
 called for each item being spawned on a map, including dropped weapons return 1 to remove an item
#define EV_ItemModel(i, o)
 called when an item model is about to be set, allows custom paths etc.
#define EV_ItemSound(i, o)
 called when an item sound is about to be played, allows custom paths etc.
#define EV_ItemTouch(i, o)
 called at when a item is touched.
#define EV_ItemTouched(i, o)
 called after the item has been touched.
#define EV_LockWeapon(i, o)
 return true to lock weapon (can't be used nor changed) for a player
#define EV_LogDeath_AppendItemCodes(i, o)
 include special item codes for a death to the game log
#define EV_MakePlayerObserver(i, o)
 called when a player becomes observer, after shared setup
#define EV_MonsterCheckBossFlag(i, o)
 called when checking if a monster should be a miniboss return true to prevent the monster from becoming a miniboss
#define EV_MonsterDies(i, o)
 called when a monster dies
#define EV_MonsterDropItem(i, o)
 called when a monster is dropping loot
#define EV_MonsterModel(i, o)
 called when a monster model is about to be set, allows custom paths etc.
#define EV_MonsterMove(i, o)
 called when a monster moves returning true makes the monster stop
#define EV_MonsterRemove(i, o)
 called when a monster dies
#define EV_MonsterRespawn(i, o)
 called when a monster wants to respawn
#define EV_MonsterSpawn(i, o)
 called when a monster spawns
#define EV_MonsterValidTarget(i, o)
 called when validating a monster's target
#define EV_OnEntityPreSpawn(i, o)
 return error to prevent entity spawn, or modify the entity
#define EV_Player_ChangedTeam(i, o)
 Called after player has changed their team.
#define EV_Player_ChangeTeam(i, o)
 Called before player changes their team.
#define EV_Player_ChangeTeamKill(i, o)
 Called when player is about to be killed when changing teams.
#define EV_PlayerAnim(i, o)
 called when setting the player's animation state
#define EV_PlayerDamage_SplitHealthArmor(i, o)
 called when a player gets damaged to e.g.
#define EV_PlayerDamaged(i, o)
 Called when a player is damaged Returns true if damage shouldn't be logged.
#define EV_PlayerDied(i, o)
 called after a player died.
#define EV_PlayerDies(i, o)
 called when a player dies to e.g.
#define EV_PlayerPhysics_PostUpdateStats(i, o)
 called after physics stats are set on a player, allows post-initialization modifications
#define EV_PlayerPhysics_UpdateStats(i, o)
 called before physics stats are set on a player, allows limited early customization
#define EV_PlayerPowerups(i, o)
 called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
#define EV_PlayerPreThink(i, o)
 runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
#define EV_PlayerRegen(i, o)
 called every player think frame return 1 to disable regen
#define EV_PlayerSpawn(i, o)
 called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here)
#define EV_PlayerUseKey(i, o)
 called when the use key is pressed if MUTATOR_RETURNVALUE is 1, don't do anything return 1 if the use key actually did something
#define EV_PlayerWeaponSelect(i, o)
 called after a player's weapon is chosen so it can be overriden here
#define EV_PlayHitsound(i, o)
 called when a player dies to e.g.
#define EV_PortalTeleport(i, o)
 called whenever a player goes through a portal gun teleport allows you to strip a player of an item if they go through the teleporter to help prevent cheating
#define EV_PreFormatMessage(i, o)
 called before any formatting is applied, handy for tweaking the message before scripts get ahold of it
#define EV_PrepareExplosionByDamage(i, o)
#define EV_PutClientInServer(i, o)
#define EV_Race_FinalCheckpoint(i, o)
#define EV_reset_map_global(i, o)
 called in reset_map
#define EV_reset_map_players(i, o)
 called in reset_map
#define EV_ResourceAmountChanged(i, o)
 Called after the amount of resource of an entity has changed.
#define EV_ResourceWasted(i, o)
 Called when there was an attempt to set entity resources higher than their limit.
#define EV_Sandbox_DragAllowed(i, o)
 Return true to prevent sandbox objects from being dragged.
#define EV_Sandbox_EditAllowed(i, o)
 Return true to prevent the player from editing sandbox objects with commands.
#define EV_SendWaypoint(i, o)
#define EV_SetModname(i, o)
#define EV_SetResource(i, o)
 Called when the amount of resource of an entity changes.
#define EV_SetWeaponArena(i, o)
#define EV_SetWeaponreplace(i, o)
#define EV_ShowChatBubble(i, o)
 Return true to hide the chat bubble above typing players.
#define EV_Spawn_Score(i, o)
 called when a spawnpoint is being evaluated return 1 to make the spawnpoint unusable
#define EV_SpectateCopy(i, o)
 copies variables for spectating "spectatee" to "this"
#define EV_SpectateNext(i, o)
#define EV_SpectatePrev(i, o)
#define EV_SpectateSet(i, o)
#define EV_SV_ParseClientCommand(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_SV_ParseClientCommand) { if (MUTATOR_RETURNVALUE) // command was already handled?
#define EV_SV_ParseServerCommand(i, o)
 please read EV_SV_ParseClientCommand description before using
#define EV_TakeResource(i, o)
 Called when some resource is being taken from an entity.
#define EV_TakeResourceWithLimit(i, o)
 Called when some resource is being taken from an entity, with a limit.
#define EV_TeamBalance_CheckAllowedTeams(i, o)
 Allows adjusting allowed teams.
#define EV_TeamBalance_FindBestTeams(i, o)
 allows overriding the teams that will make the game most balanced if the player joins any of them.
#define EV_TeamBalance_GetPlayerForTeamSwitch(i, o)
 Called during autobalance.
#define EV_TeamBalance_GetTeamCount(i, o)
 allows overriding of team counts
#define EV_Turret_CheckFire(i, o)
 return error to not attack
#define EV_TurretFire(i, o)
 return error to not attack
#define EV_TurretSpawn(i, o)
 return error to request removal
#define EV_TurretThink(i, o)
#define EV_TurretValidateTarget(i, o)
#define EV_URI_GetCallback(i, o)
#define EV_VehicleEnter(i, o)
 called when a player enters a vehicle allows mutators to set special settings in this event
#define EV_VehicleExit(i, o)
 called when a player exits a vehicle allows mutators to set special settings in this event
#define EV_VehicleInit(i, o)
 called when a vehicle initializes return true to remove the vehicle
#define EV_VehicleTouch(i, o)
 called when a player touches a vehicle return true to stop player from entering the vehicle
#define EV_VoteCommand_Parse(i, o)
 called when parsing a vote command.
#define EV_W_DecreaseAmmo(i, o)
 Called by W_DecreaseAmmo.
#define EV_W_PlayStrengthSound(i, o)
 Called when weapons are performing their attack, useful for applying bonus attack sounds.
#define EV_W_Reload(i, o)
 Called by W_Reload.
#define EV_WantWeapon(i, o)
#define EV_WeaponRateFactor(i, o)
 allows changing attack rate
#define EV_WeaponSpeedFactor(i, o)
 allows changing weapon speed (projectiles mostly)

Enumerations

enum  { MUT_ITEMTOUCH_CONTINUE , MUT_ITEMTOUCH_RETURN , MUT_ITEMTOUCH_PICKUP }
enum  { MUT_FUSREAC_TARG_CONTINUE , MUT_FUSREAC_TARG_VALID , MUT_FUSREAC_TARG_INVALID }
enum  { MUT_ACCADD_VALID , MUT_ACCADD_INVALID , MUT_ACCADD_INDIFFERENT }
enum  { MUT_SPECCMD_CONTINUE , MUT_SPECCMD_RETURN , MUT_SPECCMD_FORCE }
enum  { MUT_SPECPREV_CONTINUE , MUT_SPECPREV_RETURN , MUT_SPECPREV_FOUND }
enum  { MUT_VOTEPARSE_CONTINUE , MUT_VOTEPARSE_SUCCESS , MUT_VOTEPARSE_INVALID , MUT_VOTEPARSE_UNACCEPTABLE }

Functions

 MUTATOR_HOOKABLE (AbortSpeedrun, EV_AbortSpeedrun)
 MUTATOR_HOOKABLE (AccuracyTargetValid, EV_AccuracyTargetValid)
 MUTATOR_HOOKABLE (AddedPlayerScore, EV_AddPlayerScore)
 MUTATOR_HOOKABLE (AddPlayerScore, EV_AddPlayerScore)
 MUTATOR_HOOKABLE (AllowMobButcher, EV_AllowMobButcher)
 MUTATOR_HOOKABLE (AllowMobSpawning, EV_AllowMobSpawning)
 MUTATOR_HOOKABLE (AllowRocketJumping, EV_AllowRocketJumping)
 MUTATOR_HOOKABLE (AutoJoinOnConnection, EV_AutoJoinOnConnection)
 MUTATOR_HOOKABLE (Bot_FixCount, EV_Bot_FixCount)
 MUTATOR_HOOKABLE (BotShouldAttack, EV_BotShouldAttack)
 MUTATOR_HOOKABLE (BuffModel_Customize, EV_BuffModel_Customize)
 MUTATOR_HOOKABLE (BuffTouch, EV_BuffTouch)
 MUTATOR_HOOKABLE (CalculateRespawnTime, EV_CalculateRespawnTime)
 MUTATOR_HOOKABLE (ChatMessage, EV_ChatMessage)
 MUTATOR_HOOKABLE (ChatMessageTo, EV_ChatMessageTo)
 MUTATOR_HOOKABLE (CheckRules_World, EV_CheckRules_World)
 MUTATOR_HOOKABLE (ClearModelParams, EV_NO_ARGS)
 Called when clearing the global parameters for a model.
 MUTATOR_HOOKABLE (ClientCommand_FloodControl, EV_ClientCommand_FloodControl)
 MUTATOR_HOOKABLE (ClientCommand_Spectate, EV_ClientCommand_Spectate)
 MUTATOR_HOOKABLE (ClientConnect, EV_ClientConnect)
 MUTATOR_HOOKABLE (ClientDisconnect, EV_ClientDisconnect)
 MUTATOR_HOOKABLE (ClientKill, EV_ClientKill)
 MUTATOR_HOOKABLE (ClientKill_Now, EV_ClientKill_Now)
 MUTATOR_HOOKABLE (ClientObituary, EV_ClientObituary)
 MUTATOR_HOOKABLE (CopyBody, EV_CopyBody)
 MUTATOR_HOOKABLE (CustomizeWaypoint, EV_CustomizeWaypoint)
 MUTATOR_HOOKABLE (Damage_Calculate, EV_Damage_Calculate)
 MUTATOR_HOOKABLE (DecodeLevelParms, EV_NO_ARGS)
 MUTATOR_HOOKABLE (DropSpecialItems, EV_DropSpecialItems)
 MUTATOR_HOOKABLE (EditProjectile, EV_EditProjectile)
 MUTATOR_HOOKABLE (Ent_Init, EV_NO_ARGS)
 MUTATOR_HOOKABLE (FilterItem, EV_FilterItem)
 MUTATOR_HOOKABLE (FilterItemDefinition, EV_FilterItemDefinition)
 MUTATOR_HOOKABLE (FireBullet_Hit, EV_FireBullet_Hit)
 MUTATOR_HOOKABLE (FixClientCvars, EV_FixClientCvars)
 MUTATOR_HOOKABLE (FixPlayermodel, EV_FixPlayermodel)
 MUTATOR_HOOKABLE (ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon)
 MUTATOR_HOOKABLE (ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear)
 MUTATOR_HOOKABLE (ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons)
 MUTATOR_HOOKABLE (ForbidSpawn, EV_ForbidSpawn)
 MUTATOR_HOOKABLE (ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon)
 MUTATOR_HOOKABLE (ForbidWeaponUse, EV_ForbidWeaponUse)
 MUTATOR_HOOKABLE (FormatMessage, EV_FormatMessage)
 MUTATOR_HOOKABLE (FragCenterMessage, EV_FragCenterMessage)
 MUTATOR_HOOKABLE (FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget)
 MUTATOR_HOOKABLE (GetCvars, EV_NO_ARGS)
 MUTATOR_HOOKABLE (GetModelParams, EV_GetModelParams)
 MUTATOR_HOOKABLE (GetPlayerLimit, EV_GetPlayerLimit)
 MUTATOR_HOOKABLE (GetPlayerStatus, EV_GetPlayerStatus)
 MUTATOR_HOOKABLE (GetPressedKeys, EV_GetPressedKeys)
 MUTATOR_HOOKABLE (GetRecords, EV_GetRecords)
 MUTATOR_HOOKABLE (GetResourceLimit, EV_GetResourceLimit)
 MUTATOR_HOOKABLE (GiveFragsForKill, EV_GiveFragsForKill)
 MUTATOR_HOOKABLE (GiveResource, EV_GiveResource)
 MUTATOR_HOOKABLE (GiveResourceWithLimit, EV_GiveResourceWithLimit)
 MUTATOR_HOOKABLE (GrappleHookThink, EV_GrappleHookThink)
 MUTATOR_HOOKABLE (HavocBot_Aim, EV_HavocBot_Aim)
 MUTATOR_HOOKABLE (HavocBot_ChooseRole, EV_HavocBot_ChooseRole)
 MUTATOR_HOOKABLE (HelpMePing, EV_HelpMePing)
 MUTATOR_HOOKABLE (Item_RespawnCountdown, EV_Item_RespawnCountdown)
 MUTATOR_HOOKABLE (Item_ScheduleRespawn, EV_Item_ScheduleRespawn)
 MUTATOR_HOOKABLE (Item_Spawn, EV_Item_Spawn)
 MUTATOR_HOOKABLE (ItemModel, EV_ItemModel)
 MUTATOR_HOOKABLE (ItemSound, EV_ItemSound)
 MUTATOR_HOOKABLE (ItemTouch, EV_ItemTouch)
 MUTATOR_HOOKABLE (ItemTouched, EV_ItemTouched)
 MUTATOR_HOOKABLE (LockWeapon, EV_LockWeapon)
 MUTATOR_HOOKABLE (LogDeath_AppendItemCodes, EV_LogDeath_AppendItemCodes)
 MUTATOR_HOOKABLE (MatchEnd, EV_NO_ARGS)
 called when the match ends
 MUTATOR_HOOKABLE (MatchEnd_BeforeScores, EV_NO_ARGS)
 called when the match ends, before recording scores
 MUTATOR_HOOKABLE (MonsterCheckBossFlag, EV_MonsterCheckBossFlag)
 MUTATOR_HOOKABLE (MonsterDies, EV_MonsterDies)
 MUTATOR_HOOKABLE (MonsterDropItem, EV_MonsterDropItem)
 MUTATOR_HOOKABLE (MonsterFindTarget, EV_NO_ARGS)
 called when a monster looks for another target
 MUTATOR_HOOKABLE (MonsterModel, EV_MonsterModel)
 MUTATOR_HOOKABLE (MonsterMove, EV_MonsterMove)
 MUTATOR_HOOKABLE (MonsterRemove, EV_MonsterRemove)
 MUTATOR_HOOKABLE (MonsterRespawn, EV_MonsterRespawn)
 MUTATOR_HOOKABLE (MonsterSpawn, EV_MonsterSpawn)
 MUTATOR_HOOKABLE (MonsterValidTarget, EV_MonsterValidTarget)
 MUTATOR_HOOKABLE (OnEntityPreSpawn, EV_OnEntityPreSpawn)
 MUTATOR_HOOKABLE (Player_ChangedTeam, EV_Player_ChangedTeam)
 MUTATOR_HOOKABLE (Player_ChangeTeam, EV_Player_ChangeTeam)
 MUTATOR_HOOKABLE (Player_ChangeTeamKill, EV_Player_ChangeTeamKill)
 MUTATOR_HOOKABLE (PlayerAnim, EV_PlayerAnim)
 MUTATOR_HOOKABLE (PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor)
 MUTATOR_HOOKABLE (PlayerDamaged, EV_PlayerDamaged)
 MUTATOR_HOOKABLE (PlayerDied, EV_PlayerDied)
 MUTATOR_HOOKABLE (PlayerDies, EV_PlayerDies)
 MUTATOR_HOOKABLE (PlayerPhysics_PostUpdateStats, EV_PlayerPhysics_PostUpdateStats)
 MUTATOR_HOOKABLE (PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats)
 MUTATOR_HOOKABLE (PlayerPowerups, EV_PlayerPowerups)
 MUTATOR_HOOKABLE (PlayerPreThink, EV_PlayerPreThink)
 MUTATOR_HOOKABLE (PlayerRegen, EV_PlayerRegen)
 MUTATOR_HOOKABLE (PlayerSpawn, EV_PlayerSpawn)
 MUTATOR_HOOKABLE (PlayerUseKey, EV_PlayerUseKey)
 MUTATOR_HOOKABLE (PlayerWeaponSelect, EV_PlayerWeaponSelect)
 MUTATOR_HOOKABLE (PlayHitsound, EV_PlayHitsound)
 MUTATOR_HOOKABLE (PortalTeleport, EV_PortalTeleport)
 MUTATOR_HOOKABLE (PreFormatMessage, EV_PreFormatMessage)
 MUTATOR_HOOKABLE (PrepareExplosionByDamage, EV_PrepareExplosionByDamage)
 MUTATOR_HOOKABLE (PutClientInServer, EV_PutClientInServer)
 MUTATOR_HOOKABLE (Race_FinalCheckpoint, EV_Race_FinalCheckpoint)
 MUTATOR_HOOKABLE (ReadLevelCvars, EV_NO_ARGS)
 MUTATOR_HOOKABLE (ReadyRestart_Deny, EV_NO_ARGS)
 return true to restart the server instead of restarting the match, for modes that don't support readyrestart.
 MUTATOR_HOOKABLE (reset_map_global, EV_reset_map_global)
 MUTATOR_HOOKABLE (reset_map_players, EV_reset_map_players)
 MUTATOR_HOOKABLE (ResourceAmountChanged, EV_ResourceAmountChanged)
 MUTATOR_HOOKABLE (ResourceWasted, EV_ResourceWasted)
 MUTATOR_HOOKABLE (Sandbox_DragAllowed, EV_Sandbox_DragAllowed)
 MUTATOR_HOOKABLE (Sandbox_EditAllowed, EV_Sandbox_EditAllowed)
 MUTATOR_HOOKABLE (Sandbox_SaveAllowed, EV_NO_ARGS)
 Return true to prevent writing sandbox changes to storage.
 MUTATOR_HOOKABLE (Scores_CountFragsRemaining, EV_NO_ARGS)
 Return error to play frag remaining announcements.
 MUTATOR_HOOKABLE (SendWaypoint, EV_SendWaypoint)
 MUTATOR_HOOKABLE (SetChangeParms, EV_NO_ARGS)
 MUTATOR_HOOKABLE (SetDefaultAlpha, EV_NO_ARGS)
 MUTATOR_HOOKABLE (SetModname, EV_SetModname)
 MUTATOR_HOOKABLE (SetNewParms, EV_NO_ARGS)
 MUTATOR_HOOKABLE (SetResource, EV_SetResource)
 MUTATOR_HOOKABLE (SetStartItems, EV_NO_ARGS)
 adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
 MUTATOR_HOOKABLE (SetWeaponArena, EV_SetWeaponArena)
 MUTATOR_HOOKABLE (SetWeaponreplace, EV_SetWeaponreplace)
 MUTATOR_HOOKABLE (ShowChatBubble, EV_ShowChatBubble)
 MUTATOR_HOOKABLE (Spawn_Score, EV_Spawn_Score)
 MUTATOR_HOOKABLE (SpectateCopy, EV_SpectateCopy)
 MUTATOR_HOOKABLE (SpectateNext, EV_SpectateNext)
 MUTATOR_HOOKABLE (SpectatePrev, EV_SpectatePrev)
 MUTATOR_HOOKABLE (SpectateSet, EV_SpectateSet)
 MUTATOR_HOOKABLE (SV_ParseClientCommand, EV_SV_ParseClientCommand)
 MUTATOR_HOOKABLE (SV_ParseServerCommand, EV_SV_ParseServerCommand)
 MUTATOR_HOOKABLE (SV_StartFrame, EV_NO_ARGS)
 runs globally each server frame
 MUTATOR_HOOKABLE (TakeResource, EV_TakeResource)
 MUTATOR_HOOKABLE (TakeResourceWithLimit, EV_TakeResourceWithLimit)
 MUTATOR_HOOKABLE (TeamBalance_CheckAllowedTeams, EV_TeamBalance_CheckAllowedTeams)
 MUTATOR_HOOKABLE (TeamBalance_FindBestTeams, EV_TeamBalance_FindBestTeams)
 MUTATOR_HOOKABLE (TeamBalance_GetPlayerForTeamSwitch, EV_TeamBalance_GetPlayerForTeamSwitch)
 MUTATOR_HOOKABLE (TeamBalance_GetTeamCount, EV_TeamBalance_GetTeamCount)
 MUTATOR_HOOKABLE (TeamBalance_GetTeamCounts, EV_NO_ARGS)
 return true to manually override team counts
 MUTATOR_HOOKABLE (Turret_CheckFire, EV_Turret_CheckFire)
 MUTATOR_HOOKABLE (TurretFire, EV_TurretFire)
 MUTATOR_HOOKABLE (TurretSpawn, EV_TurretSpawn)
 MUTATOR_HOOKABLE (TurretThink, EV_TurretThink)
 MUTATOR_HOOKABLE (TurretValidateTarget, EV_TurretValidateTarget)
 MUTATOR_HOOKABLE (URI_GetCallback, EV_URI_GetCallback)
 MUTATOR_HOOKABLE (VehicleEnter, EV_VehicleEnter)
 MUTATOR_HOOKABLE (VehicleExit, EV_VehicleExit)
 MUTATOR_HOOKABLE (VehicleInit, EV_VehicleInit)
 MUTATOR_HOOKABLE (VehicleTouch, EV_VehicleTouch)
 MUTATOR_HOOKABLE (VoteCommand_Parse, EV_VoteCommand_Parse)
 MUTATOR_HOOKABLE (W_DecreaseAmmo, EV_W_DecreaseAmmo)
 MUTATOR_HOOKABLE (W_PlayStrengthSound, EV_W_PlayStrengthSound)
 MUTATOR_HOOKABLE (W_Reload, EV_W_Reload)
 MUTATOR_HOOKABLE (WantWeapon, EV_WantWeapon)
 MUTATOR_HOOKABLE (WeaponRateFactor, EV_WeaponRateFactor)
 MUTATOR_HOOKABLE (WeaponSpeedFactor, EV_WeaponSpeedFactor)

Variables

float get_cvars_f
string get_cvars_s
string monster_loot

Macro Definition Documentation

◆ EV_AbortSpeedrun

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

called when a speedrun is aborted and the player is teleported back to start position

Definition at line 720 of file events.qh.

720#define EV_AbortSpeedrun(i, o) \
721 i(entity, MUTATOR_ARGV_0_entity) \
722 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_AccuracyTargetValid

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

called when a target is checked for accuracy

Definition at line 854 of file events.qh.

854#define EV_AccuracyTargetValid(i, o) \
855 i(entity, MUTATOR_ARGV_0_entity) \
856 i(entity, MUTATOR_ARGV_1_entity) \
857 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_AddedPlayerScore

#define EV_AddedPlayerScore ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \ i(entity, MUTATOR_ARGV_2_entity) \

Definition at line 1036 of file events.qh.

1036#define EV_AddedPlayerScore(i, o) \
1037 i(entity, MUTATOR_ARGV_0_entity) \
1038 i(float, MUTATOR_ARGV_1_float) \
1039 i(entity, MUTATOR_ARGV_2_entity) \
1040 /**/

◆ EV_AddPlayerScore

#define EV_AddPlayerScore ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
o(float, MUTATOR_ARGV_1_float) \ i(entity, MUTATOR_ARGV_2_entity) \

Definition at line 1028 of file events.qh.

1028#define EV_AddPlayerScore(i, o) \
1029 i(entity, MUTATOR_ARGV_0_entity) \
1030 i(float, MUTATOR_ARGV_1_float) \
1031 /**/ o(float, MUTATOR_ARGV_1_float) \
1032 i(entity, MUTATOR_ARGV_2_entity) \
1033 /**/

Referenced by MUTATOR_HOOKABLE(), and MUTATOR_HOOKABLE().

◆ EV_AllowMobButcher

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

called when an admin tries to kill all monsters return 1 to prevent spawning

Definition at line 1063 of file events.qh.

1063#define EV_AllowMobButcher(i, o) \
1064 o(string, MUTATOR_ARGV_0_string) \
1065 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_AllowMobSpawning

#define EV_AllowMobSpawning ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ o(string, MUTATOR_ARGV_1_string) \

called when a player tries to spawn a monster return 1 to prevent spawning NOTE: requires reason if disallowed

Definition at line 434 of file events.qh.

434 #define EV_AllowMobSpawning(i, o) \
435 i(entity, MUTATOR_ARGV_0_entity) \
436 o(string, MUTATOR_ARGV_1_string) \
437 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_AllowRocketJumping

#define EV_AllowRocketJumping ( i,
o )
Value:
i(bool, MUTATOR_ARGV_0_bool) \
o(bool, MUTATOR_ARGV_0_bool) \

Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.

Definition at line 1272 of file events.qh.

1272#define EV_AllowRocketJumping(i, o) \
1273 i(bool, MUTATOR_ARGV_0_bool) \
1274 /**/ o(bool, MUTATOR_ARGV_0_bool) \
1275 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_AutoJoinOnConnection

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

returns true if client should be put as player on connection

Definition at line 32 of file events.qh.

32#define EV_AutoJoinOnConnection(i, o) \
33 i(entity, MUTATOR_ARGV_0_entity) \
34 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Bot_FixCount

#define EV_Bot_FixCount ( i,
o )
Value:
i(int, MUTATOR_ARGV_0_int) \
o(int, MUTATOR_ARGV_0_int) \ i(int, MUTATOR_ARGV_1_int) \
o(int, MUTATOR_ARGV_1_int) \

called when player triggered kill (or is changing teams), return error to not do anything

Definition at line 990 of file events.qh.

990#define EV_Bot_FixCount(i, o) \
991 i(int, MUTATOR_ARGV_0_int) \
992 /**/ o(int, MUTATOR_ARGV_0_int) \
993 i(int, MUTATOR_ARGV_1_int) \
994 /**/ o(int, MUTATOR_ARGV_1_int) \
995 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_BotShouldAttack

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

called when a bot checks a target to attack return false to allow the bot to attack the target (inverted logic)

Definition at line 654 of file events.qh.

654#define EV_BotShouldAttack(i, o) \
655 i(entity, MUTATOR_ARGV_0_entity) \
656 i(entity, MUTATOR_ARGV_1_entity) \
657 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_BuffModel_Customize

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

Definition at line 910 of file events.qh.

910#define EV_BuffModel_Customize(i, o) \
911 i(entity, MUTATOR_ARGV_0_entity) \
912 i(entity, MUTATOR_ARGV_1_entity) \
913 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_BuffTouch

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

called at when a buff is touched.

Called early, can edit buff properties.

Definition at line 917 of file events.qh.

917#define EV_BuffTouch(i, o) \
918 i(entity, MUTATOR_ARGV_0_entity) \
919 i(entity, MUTATOR_ARGV_1_entity) \
920 /**/ o(entity, MUTATOR_ARGV_1_entity) \
921 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_CalculateRespawnTime

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

return true to skip respawn time calculations

Definition at line 1232 of file events.qh.

1232#define EV_CalculateRespawnTime(i, o) \
1233 i(entity, MUTATOR_ARGV_0_entity) \
1234 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ChatMessage

#define EV_ChatMessage ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \
o(int, MUTATOR_ARGV_1_int) \ i(string, MUTATOR_ARGV_2_string) \

called when sending a chat message, ret argument can be changed to prevent the message

Definition at line 1171 of file events.qh.

1171#define EV_ChatMessage(i, o) \
1172 i(entity, MUTATOR_ARGV_0_entity) \
1173 i(int, MUTATOR_ARGV_1_int) \
1174 /**/ o(int, MUTATOR_ARGV_1_int) \
1175 i(string, MUTATOR_ARGV_2_string) \
1176 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ChatMessageTo

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

return true to prevent sending a chat (private, team or regular) message from reaching a certain player

Definition at line 1180 of file events.qh.

1180#define EV_ChatMessageTo(i, o) \
1181 i(entity, MUTATOR_ARGV_0_entity) \
1182 i(entity, MUTATOR_ARGV_1_entity) \
1183 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_CheckRules_World

#define EV_CheckRules_World ( i,
o )
Value:
i(float, MUTATOR_ARGV_0_float) \
o(float, MUTATOR_ARGV_0_float) \
/* time limit */ i(float, MUTATOR_ARGV_1_float) \
/* frag limit */ i(float, MUTATOR_ARGV_2_float) \

Definition at line 1009 of file events.qh.

1009#define EV_CheckRules_World(i, o) \
1010 i(float, MUTATOR_ARGV_0_float) \
1011 /**/ o(float, MUTATOR_ARGV_0_float) \
1012 /* time limit */ i(float, MUTATOR_ARGV_1_float) \
1013 /* frag limit */ i(float, MUTATOR_ARGV_2_float) \
1014 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ClientCommand_FloodControl

#define EV_ClientCommand_FloodControl ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \ i(int, MUTATOR_ARGV_2_int) \ i(string, MUTATOR_ARGV_3_string) \

please read EV_SV_ParseClientCommand description before using return true to skip flood control on the given command

Definition at line 589 of file events.qh.

589#define EV_ClientCommand_FloodControl(i, o) \
590 i(entity, MUTATOR_ARGV_0_entity) \
591 i(string, MUTATOR_ARGV_1_string) \
592 i(int, MUTATOR_ARGV_2_int) \
593 i(string, MUTATOR_ARGV_3_string) \
594 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ClientCommand_Spectate

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

Definition at line 998 of file events.qh.

998#define EV_ClientCommand_Spectate(i, o) \
999 i(entity, MUTATOR_ARGV_0_entity) \
1000 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ClientConnect

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

called at when a player connect

Definition at line 843 of file events.qh.

843#define EV_ClientConnect(i, o) \
844 i(entity, MUTATOR_ARGV_0_entity) \
845 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ClientDisconnect

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

called when a player disconnects

Definition at line 80 of file events.qh.

80#define EV_ClientDisconnect(i, o) \
81 i(entity, MUTATOR_ARGV_0_entity) \
82 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ClientKill

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

called when player triggered kill (or is changing teams), return error to not do anything

Definition at line 943 of file events.qh.

943#define EV_ClientKill(i, o) \
944 i(entity, MUTATOR_ARGV_0_entity) \
945 i(float, MUTATOR_ARGV_1_float) \
946 /**/ o(float, MUTATOR_ARGV_1_float) \
947 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ClientKill_Now

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

called when player is about to be killed during kill command or changing teams

Definition at line 951 of file events.qh.

951#define EV_ClientKill_Now(i, o) \
952 i(entity, MUTATOR_ARGV_0_entity) \
953 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ClientObituary

#define EV_ClientObituary ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \ i(float, MUTATOR_ARGV_3_float) \ i(entity, MUTATOR_ARGV_4_entity) \ o(bool, MUTATOR_ARGV_5_bool) \

called when showing an obituary for the player.

return true to show nothing (workarounds may be needed)

Definition at line 103 of file events.qh.

103#define EV_ClientObituary(i, o) \
104 i(entity, MUTATOR_ARGV_0_entity) \
105 i(entity, MUTATOR_ARGV_1_entity) \
106 i(entity, MUTATOR_ARGV_2_entity) \
107 i(float, MUTATOR_ARGV_3_float) \
108 i(entity, MUTATOR_ARGV_4_entity) \
109 o(bool, MUTATOR_ARGV_5_bool) \
110 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_CopyBody

#define EV_CopyBody ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(bool, MUTATOR_ARGV_2_bool) \

called when creating a clone of the player (usually for corpses that stay after the player has re-spawned)

Definition at line 1163 of file events.qh.

1163#define EV_CopyBody(i, o) \
1164 i(entity, MUTATOR_ARGV_0_entity) \
1165 i(entity, MUTATOR_ARGV_1_entity) \
1166 i(bool, MUTATOR_ARGV_2_bool) \
1167 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_CustomizeWaypoint

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

called every frame.

customizes the waypoint for spectators

Definition at line 271 of file events.qh.

271#define EV_CustomizeWaypoint(i, o) \
272 i(entity, MUTATOR_ARGV_0_entity) \
273 i(entity, MUTATOR_ARGV_1_entity) \
274 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Damage_Calculate

#define EV_Damage_Calculate ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \ i(float, MUTATOR_ARGV_3_float) \ i(float, MUTATOR_ARGV_4_float) \ o(float, MUTATOR_ARGV_4_float) \ i(float, MUTATOR_ARGV_5_float) \ o(float, MUTATOR_ARGV_5_float) \ i(vector, MUTATOR_ARGV_6_vector) \ o(vector, MUTATOR_ARGV_6_vector) \ i(entity, MUTATOR_ARGV_7_entity) \
vector
Definition self.qh:92

called to adjust damage and force values which are applied to the player, used for e.g.

strength damage/force multiplier i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).

Definition at line 459 of file events.qh.

459#define EV_Damage_Calculate(i, o) \
460 i(entity, MUTATOR_ARGV_0_entity) \
461 i(entity, MUTATOR_ARGV_1_entity) \
462 i(entity, MUTATOR_ARGV_2_entity) \
463 i(float, MUTATOR_ARGV_3_float) \
464 i(float, MUTATOR_ARGV_4_float) \
465 o(float, MUTATOR_ARGV_4_float) \
466 i(float, MUTATOR_ARGV_5_float) \
467 o(float, MUTATOR_ARGV_5_float) \
468 i(vector, MUTATOR_ARGV_6_vector) \
469 o(vector, MUTATOR_ARGV_6_vector) \
470 i(entity, MUTATOR_ARGV_7_entity) \
471 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_DropSpecialItems

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

Definition at line 1054 of file events.qh.

1054#define EV_DropSpecialItems(i, o) \
1055 i(entity, MUTATOR_ARGV_0_entity) \
1056 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_EditProjectile

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

can edit any "just fired" projectile

Definition at line 351 of file events.qh.

351#define EV_EditProjectile(i, o) \
352 i(entity, MUTATOR_ARGV_0_entity) \
353 i(entity, MUTATOR_ARGV_1_entity) \
354 /**/

◆ EV_FilterItem

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

checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields) return error to request removal

Definition at line 289 of file events.qh.

289#define EV_FilterItem(i, o) \
290 i(entity, MUTATOR_ARGV_0_entity) \
291 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_FilterItemDefinition

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

Check if items having the given definition are allowed to spawn.

Return true to disallow spawning.

Definition at line 280 of file events.qh.

280#define EV_FilterItemDefinition(i, o) \
281 i(entity, MUTATOR_ARGV_0_entity) \
282 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_FireBullet_Hit

#define EV_FireBullet_Hit ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(vector, MUTATOR_ARGV_2_vector) \ i(vector, MUTATOR_ARGV_3_vector) \ i(float, MUTATOR_ARGV_4_float) \
o(float, MUTATOR_ARGV_4_float) \ i(entity, MUTATOR_ARGV_5_entity) \

called when a bullet has hit a target

Definition at line 876 of file events.qh.

876#define EV_FireBullet_Hit(i, o) \
877 i(entity, MUTATOR_ARGV_0_entity) \
878 i(entity, MUTATOR_ARGV_1_entity) \
879 i(vector, MUTATOR_ARGV_2_vector) \
880 i(vector, MUTATOR_ARGV_3_vector) \
881 i(float, MUTATOR_ARGV_4_float) \
882 /**/ o(float, MUTATOR_ARGV_4_float) \
883 i(entity, MUTATOR_ARGV_5_entity) \
884 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_FixClientCvars

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

Definition at line 956 of file events.qh.

956#define EV_FixClientCvars(i, o) \
957 i(entity, MUTATOR_ARGV_0_entity) \
958 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_FixPlayermodel

#define EV_FixPlayermodel ( i,
o )
Value:
i(string, MUTATOR_ARGV_0_string) \
o(string, MUTATOR_ARGV_0_string) \ i(int, MUTATOR_ARGV_1_int) \
o(int, MUTATOR_ARGV_1_int) \ i(entity, MUTATOR_ARGV_2_entity) \

Definition at line 887 of file events.qh.

887#define EV_FixPlayermodel(i, o) \
888 i(string, MUTATOR_ARGV_0_string) \
889 /**/ o(string, MUTATOR_ARGV_0_string) \
890 i(int, MUTATOR_ARGV_1_int) \
891 /**/ o(int, MUTATOR_ARGV_1_int) \
892 i(entity, MUTATOR_ARGV_2_entity) \
893 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ForbidDropCurrentWeapon

#define EV_ForbidDropCurrentWeapon ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \

returns true if dropping the current weapon shall not be allowed at any time including death

Definition at line 242 of file events.qh.

242#define EV_ForbidDropCurrentWeapon(i, o) \
243 i(entity, MUTATOR_ARGV_0_entity) \
244 i(int, MUTATOR_ARGV_1_int) \
245 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ForbidPlayerScore_Clear

#define EV_ForbidPlayerScore_Clear ( i,
o )
Value:
\

returns 1 if clearing player score shall not be allowed

Definition at line 75 of file events.qh.

75#define EV_ForbidPlayerScore_Clear(i, o) \
76 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ForbidRandomStartWeapons

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

called when player spawns to determine whether to give them random start weapons.

Return true to forbid giving them.

Definition at line 38 of file events.qh.

38#define EV_ForbidRandomStartWeapons(i, o) \
39 i(entity, MUTATOR_ARGV_0_entity) \
40 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ForbidSpawn

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

return true to prevent a spectator/observer to spawn as player

Definition at line 26 of file events.qh.

26 #define EV_ForbidSpawn(i, o) \
27 i(entity, MUTATOR_ARGV_0_entity) \
28 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ForbidThrowCurrentWeapon

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

returns true if throwing the current weapon shall not be allowed

Definition at line 235 of file events.qh.

235#define EV_ForbidThrowCurrentWeapon(i, o) \
236 i(entity, MUTATOR_ARGV_0_entity) \
237 i(entity, MUTATOR_ARGV_1_entity) \
238 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ForbidWeaponUse

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

return true to prevent weapon use for a player

Definition at line 1157 of file events.qh.

1157#define EV_ForbidWeaponUse(i, o) \
1158 i(entity, MUTATOR_ARGV_0_entity) \
1159 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_FormatMessage

#define EV_FormatMessage ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \ i(string, MUTATOR_ARGV_2_string) \
o(string, MUTATOR_ARGV_2_string) \ i(string, MUTATOR_ARGV_3_string) \

called when formatting a chat message to replace fancy functions

Definition at line 217 of file events.qh.

217#define EV_FormatMessage(i, o) \
218 i(entity, MUTATOR_ARGV_0_entity) \
219 i(string, MUTATOR_ARGV_1_string) \
220 i(string, MUTATOR_ARGV_2_string) \
221 /**/ o(string, MUTATOR_ARGV_2_string) \
222 i(string, MUTATOR_ARGV_3_string) \
223 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_FragCenterMessage

#define EV_FragCenterMessage ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \ i(int, MUTATOR_ARGV_3_int) \ i(int, MUTATOR_ARGV_4_int) \

allows overriding the frag centerprint messages

Definition at line 114 of file events.qh.

114#define EV_FragCenterMessage(i, o) \
115 i(entity, MUTATOR_ARGV_0_entity) \
116 i(entity, MUTATOR_ARGV_1_entity) \
117 i(float, MUTATOR_ARGV_2_float) \
118 i(int, MUTATOR_ARGV_3_int) \
119 i(int, MUTATOR_ARGV_4_int) \
120 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_FusionReactor_ValidTarget

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

called when a fusion reactor is validating its target

Definition at line 1193 of file events.qh.

1193#define EV_FusionReactor_ValidTarget(i, o) \
1194 i(entity, MUTATOR_ARGV_0_entity) \
1195 i(entity, MUTATOR_ARGV_1_entity) \
1196 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GetCvars

#define EV_GetCvars ( i,
o )
Value:
i(float, get_cvars_f) \
i(string, get_cvars_s) \
float get_cvars_f
Definition events.qh:346
string get_cvars_s
Definition events.qh:347

is meant to call GetCvars_handle* for cvars this mutator needs from the client, e.g.: MUTATOR_HOOKFUNCTION(mymutator, GetCvars) { GetCvars_handleFloat(this, store, s, f, cvar_mycvar, "mycvar"); return false; } Usually you can just use REPLICATE instead of this hook, e.g.: REPLICATE(cvar_mycvar, int, "mycvar"); NOTE: requesting cvar values (get_cvars_f 0) is deprecated

Definition at line 342 of file events.qh.

342#define EV_GetCvars(i, o) \
343 /**/ i(float, get_cvars_f) \
344 /**/ i(string, get_cvars_s) \
345 /**/

◆ 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 869 of file events.qh.

869#define EV_GetModelParams(i, o) \
870 i(string, MUTATOR_ARGV_0_string) \
871 i(string, MUTATOR_ARGV_1_string) \
872 /**/

◆ EV_GetPlayerLimit

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

Called when a player is trying to join, argument is the number of players allowed to join the match.

Definition at line 1257 of file events.qh.

1257#define EV_GetPlayerLimit(i, o) \
1258 i(int, MUTATOR_ARGV_0_int) \
1259 /**/ o(int, MUTATOR_ARGV_0_int) \
1260 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GetPlayerStatus

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

Definition at line 1043 of file events.qh.

1043#define EV_GetPlayerStatus(i, o) \
1044 i(entity, MUTATOR_ARGV_0_entity) \
1045 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GetPressedKeys

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

TODO change this into a general PlayerPostThink hook?

Definition at line 326 of file events.qh.

326#define EV_GetPressedKeys(i, o) \
327 i(entity, MUTATOR_ARGV_0_entity) \
328 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GetRecords

#define EV_GetRecords ( i,
o )
Value:
i(int, MUTATOR_ARGV_0_int) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \

Definition at line 930 of file events.qh.

930#define EV_GetRecords(i, o) \
931 i(int, MUTATOR_ARGV_0_int) \
932 i(string, MUTATOR_ARGV_1_string) \
933 /**/ o(string, MUTATOR_ARGV_1_string) \
934 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GetResourceLimit

#define EV_GetResourceLimit ( i,
o )
Value:
i(entity, MUTATOR_ARGV_7_entity) \ i(entity, MUTATOR_ARGV_8_entity) \ i(float, MUTATOR_ARGV_9_float) \
o(float, MUTATOR_ARGV_9_float) \

Called when the amount of entity resources changes.

Can be used to override resource limit.

Definition at line 751 of file events.qh.

751#define EV_GetResourceLimit(i, o) \
752 i(entity, MUTATOR_ARGV_7_entity) \
753 i(entity, MUTATOR_ARGV_8_entity) \
754 i(float, MUTATOR_ARGV_9_float) \
755 /**/ o(float, MUTATOR_ARGV_9_float) \
756 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GiveFragsForKill

#define EV_GiveFragsForKill ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \ o(float, MUTATOR_ARGV_2_float) \ i(float, MUTATOR_ARGV_3_float) \ i(entity, MUTATOR_ARGV_4_entity) \

called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill

Definition at line 147 of file events.qh.

147#define EV_GiveFragsForKill(i, o) \
148 i(entity, MUTATOR_ARGV_0_entity) \
149 i(entity, MUTATOR_ARGV_1_entity) \
150 i(float, MUTATOR_ARGV_2_float) \
151 o(float, MUTATOR_ARGV_2_float) \
152 i(float, MUTATOR_ARGV_3_float) \
153 i(entity, MUTATOR_ARGV_4_entity) \
154 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GiveResource

#define EV_GiveResource ( i,
o )
Value:
i(entity, MUTATOR_ARGV_7_entity) \ i(entity, MUTATOR_ARGV_8_entity) \
o(entity, MUTATOR_ARGV_8_entity) \ i(float, MUTATOR_ARGV_9_float) \
o(float, MUTATOR_ARGV_9_float) \

Called when entity is being given some resource.

See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit

Definition at line 793 of file events.qh.

793#define EV_GiveResource(i, o) \
794 i(entity, MUTATOR_ARGV_7_entity) \
795 i(entity, MUTATOR_ARGV_8_entity) \
796 /**/ o(entity, MUTATOR_ARGV_8_entity) \
797 i(float, MUTATOR_ARGV_9_float) \
798 /**/ o(float, MUTATOR_ARGV_9_float) \
799 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GiveResourceWithLimit

#define EV_GiveResourceWithLimit ( i,
o )
Value:
i(entity, MUTATOR_ARGV_7_entity) \ i(entity, MUTATOR_ARGV_8_entity) \
o(entity, MUTATOR_ARGV_8_entity) \ i(float, MUTATOR_ARGV_9_float) \
o(float, MUTATOR_ARGV_9_float) \ i(float, MUTATOR_ARGV_10_float) \
o(float, MUTATOR_ARGV_10_float) \

Called when entity is being given some resource with specified limit.

See RES_* constants for resource types. Return true to forbid giving.

Definition at line 804 of file events.qh.

804#define EV_GiveResourceWithLimit(i, o) \
805 i(entity, MUTATOR_ARGV_7_entity) \
806 i(entity, MUTATOR_ARGV_8_entity) \
807 /**/ o(entity, MUTATOR_ARGV_8_entity) \
808 i(float, MUTATOR_ARGV_9_float) \
809 /**/ o(float, MUTATOR_ARGV_9_float) \
810 i(float, MUTATOR_ARGV_10_float) \
811 /**/ o(float, MUTATOR_ARGV_10_float) \
812 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_GrappleHookThink

#define EV_GrappleHookThink ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \
o(int, MUTATOR_ARGV_1_int) \ i(entity, MUTATOR_ARGV_2_entity) \
o(entity, MUTATOR_ARGV_2_entity) \ i(float, MUTATOR_ARGV_3_float) \
o(float, MUTATOR_ARGV_3_float) \

Definition at line 899 of file events.qh.

899#define EV_GrappleHookThink(i, o) \
900 i(entity, MUTATOR_ARGV_0_entity) \
901 i(int, MUTATOR_ARGV_1_int) \
902 /**/ o(int, MUTATOR_ARGV_1_int) \
903 i(entity, MUTATOR_ARGV_2_entity) \
904 /**/ o(entity, MUTATOR_ARGV_2_entity) \
905 i(float, MUTATOR_ARGV_3_float) \
906 /**/ o(float, MUTATOR_ARGV_3_float) \
907 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_HavocBot_Aim

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

return true to use your own aim target (or none at all)

Definition at line 1226 of file events.qh.

1226#define EV_HavocBot_Aim(i, o) \
1227 i(entity, MUTATOR_ARGV_0_entity) \
1228 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_HavocBot_ChooseRole

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

Definition at line 848 of file events.qh.

848#define EV_HavocBot_ChooseRole(i, o) \
849 i(entity, MUTATOR_ARGV_0_entity) \
850 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_HelpMePing

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

called whenever a player uses impulse 33 (help me) in impulse.qc normally help me ping uses .waypointsprite_attachedforcarrier, but if your mutator uses something different then you can handle it in a special manner using this hook

Definition at line 675 of file events.qh.

675#define EV_HelpMePing(i, o) \
676 i(entity, MUTATOR_ARGV_0_entity) \
677 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Item_RespawnCountdown

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

called when an item is about to respawn

Definition at line 645 of file events.qh.

645#define EV_Item_RespawnCountdown(i, o) \
646 i(entity, MUTATOR_ARGV_0_entity) \
647 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Item_ScheduleRespawn

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

return true to show a waypoint while the item is spawning

Definition at line 1206 of file events.qh.

1206#define EV_Item_ScheduleRespawn(i, o) \
1207 i(entity, MUTATOR_ARGV_0_entity) \
1208 i(float, MUTATOR_ARGV_1_float) \
1209 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Item_Spawn

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

called for each item being spawned on a map, including dropped weapons return 1 to remove an item

Definition at line 631 of file events.qh.

631#define EV_Item_Spawn(i, o) \
632 i(entity, MUTATOR_ARGV_0_entity) \
633 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ItemModel

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

called when an item model is about to be set, allows custom paths etc.

Definition at line 131 of file events.qh.

131#define EV_ItemModel(i, o) \
132 i(string, MUTATOR_ARGV_0_string) \
133 i(string, MUTATOR_ARGV_1_string) \
134 /**/ o(string, MUTATOR_ARGV_1_string) \
135 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ItemSound

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

called when an item sound is about to be played, allows custom paths etc.

Definition at line 139 of file events.qh.

139#define EV_ItemSound(i, o) \
140 i(string, MUTATOR_ARGV_0_string) \
141 i(string, MUTATOR_ARGV_1_string) \
142 /**/ o(string, MUTATOR_ARGV_1_string) \
143 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ItemTouch

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

called at when a item is touched.

Called early, can edit item properties.

Definition at line 726 of file events.qh.

726#define EV_ItemTouch(i, o) \
727 i(entity, MUTATOR_ARGV_0_entity) \
728 i(entity, MUTATOR_ARGV_1_entity) \
729 /**/ o(entity, MUTATOR_ARGV_1_entity) \
730 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ItemTouched

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

called after the item has been touched.

Definition at line 740 of file events.qh.

740#define EV_ItemTouched(i, o) \
741 i(entity, MUTATOR_ARGV_0_entity) \
742 i(entity, MUTATOR_ARGV_1_entity) \
743 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_LockWeapon

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

return true to lock weapon (can't be used nor changed) for a player

Definition at line 1149 of file events.qh.

1149#define EV_LockWeapon(i, o) \
1150 i(entity, MUTATOR_ARGV_0_entity) \
1151 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_LogDeath_AppendItemCodes

#define EV_LogDeath_AppendItemCodes ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \

include special item codes for a death to the game log

Definition at line 1264 of file events.qh.

1264#define EV_LogDeath_AppendItemCodes(i, o) \
1265 i(entity, MUTATOR_ARGV_0_entity) \
1266 i(string, MUTATOR_ARGV_1_string) \
1267 /**/ o(string, MUTATOR_ARGV_1_string) \
1268 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MakePlayerObserver

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

called when a player becomes observer, after shared setup

Definition at line 11 of file events.qh.

11#define EV_MakePlayerObserver(i, o) \
12 i(entity, MUTATOR_ARGV_0_entity) \
13 i(bool, MUTATOR_ARGV_1_bool) \
14 /**/

◆ EV_MonsterCheckBossFlag

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

called when checking if a monster should be a miniboss return true to prevent the monster from becoming a miniboss

Definition at line 424 of file events.qh.

424#define EV_MonsterCheckBossFlag(i, o) \
425 i(entity, MUTATOR_ARGV_0_entity) \
426 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MonsterDies

#define EV_MonsterDies ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \

called when a monster dies

Definition at line 364 of file events.qh.

364#define EV_MonsterDies(i, o) \
365 i(entity, MUTATOR_ARGV_0_entity) \
366 i(entity, MUTATOR_ARGV_1_entity) \
367 i(float, MUTATOR_ARGV_2_float) \
368 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MonsterDropItem

#define EV_MonsterDropItem ( i,
o )
Value:
/* monster */ i(entity, MUTATOR_ARGV_0_entity) \
/* list of items to drop */ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \
/* attacker */ i(entity, MUTATOR_ARGV_2_entity) \

called when a monster is dropping loot

Definition at line 384 of file events.qh.

384#define EV_MonsterDropItem(i, o) \
385 /* monster */ i(entity, MUTATOR_ARGV_0_entity) \
386 /* list of items to drop */ i(string, MUTATOR_ARGV_1_string) \
387 /**/ o(string, MUTATOR_ARGV_1_string) \
388 /* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
389 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MonsterModel

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

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

Definition at line 1103 of file events.qh.

1103#define EV_MonsterModel(i, o) \
1104 i(string, MUTATOR_ARGV_0_string) \
1105 i(string, MUTATOR_ARGV_1_string) \
1106 /**/ o(string, MUTATOR_ARGV_1_string) \
1107 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MonsterMove

#define EV_MonsterMove ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
o(float, MUTATOR_ARGV_1_float) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \ i(entity, MUTATOR_ARGV_3_entity) \
o(entity, MUTATOR_ARGV_3_entity) \

called when a monster moves returning true makes the monster stop

Definition at line 397 of file events.qh.

397#define EV_MonsterMove(i, o) \
398 i(entity, MUTATOR_ARGV_0_entity) \
399 i(float, MUTATOR_ARGV_1_float) \
400 /**/ o(float, MUTATOR_ARGV_1_float) \
401 i(float, MUTATOR_ARGV_2_float) \
402 /**/ o(float, MUTATOR_ARGV_2_float) \
403 i(entity, MUTATOR_ARGV_3_entity) \
404 /**/ o(entity, MUTATOR_ARGV_3_entity) \
405 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MonsterRemove

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

called when a monster dies

Definition at line 372 of file events.qh.

372#define EV_MonsterRemove(i, o) \
373 i(entity, MUTATOR_ARGV_0_entity) \
374 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MonsterRespawn

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

called when a monster wants to respawn

Definition at line 378 of file events.qh.

378#define EV_MonsterRespawn(i, o) \
379 i(entity, MUTATOR_ARGV_0_entity) \
380 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MonsterSpawn

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

called when a monster spawns

Definition at line 358 of file events.qh.

358#define EV_MonsterSpawn(i, o) \
359 i(entity, MUTATOR_ARGV_0_entity) \
360 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_MonsterValidTarget

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

called when validating a monster's target

Definition at line 414 of file events.qh.

414#define EV_MonsterValidTarget(i, o) \
415 i(entity, MUTATOR_ARGV_0_entity) \
416 i(entity, MUTATOR_ARGV_1_entity) \
417 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_OnEntityPreSpawn

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

return error to prevent entity spawn, or modify the entity

Definition at line 314 of file events.qh.

314#define EV_OnEntityPreSpawn(i, o) \
315 i(entity, MUTATOR_ARGV_0_entity) \
316 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Player_ChangedTeam

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

Called after player has changed their team.

Definition at line 1123 of file events.qh.

1123#define EV_Player_ChangedTeam(i, o) \
1124 i(entity, MUTATOR_ARGV_0_entity) \
1125 i(float, MUTATOR_ARGV_1_float) \
1126 i(float, MUTATOR_ARGV_2_float) \
1127 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Player_ChangeTeam

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

Called before player changes their team.

Return true to block team change.

Definition at line 1113 of file events.qh.

1113#define EV_Player_ChangeTeam(i, o) \
1114 i(entity, MUTATOR_ARGV_0_entity) \
1115 i(float, MUTATOR_ARGV_1_float) \
1116 i(float, MUTATOR_ARGV_2_float) \
1117 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Player_ChangeTeamKill

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

Called when player is about to be killed when changing teams.

Return true to block killing.

Definition at line 1133 of file events.qh.

1133#define EV_Player_ChangeTeamKill(i, o) \
1134 i(entity, MUTATOR_ARGV_0_entity) \
1135 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerAnim

#define EV_PlayerAnim ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \ o(int, MUTATOR_ARGV_1_int) \

called when setting the player's animation state

Definition at line 57 of file events.qh.

57#define EV_PlayerAnim(i, o) \
58 i(entity, MUTATOR_ARGV_0_entity) \
59 i(int, MUTATOR_ARGV_1_int) \
60 o(int, MUTATOR_ARGV_1_int) \
61 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerDamage_SplitHealthArmor

#define EV_PlayerDamage_SplitHealthArmor ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \ i(vector, MUTATOR_ARGV_3_vector) \ i(float, MUTATOR_ARGV_4_float) \ o(float, MUTATOR_ARGV_4_float) \ i(float, MUTATOR_ARGV_5_float) \ o(float, MUTATOR_ARGV_5_float) \ i(float, MUTATOR_ARGV_6_float) \ i(float, MUTATOR_ARGV_7_float) \

called when a player gets damaged to e.g.

remove stuff they were carrying.

Definition at line 441 of file events.qh.

441#define EV_PlayerDamage_SplitHealthArmor(i, o) \
442 i(entity, MUTATOR_ARGV_0_entity) \
443 i(entity, MUTATOR_ARGV_1_entity) \
444 i(entity, MUTATOR_ARGV_2_entity) \
445 i(vector, MUTATOR_ARGV_3_vector) \
446 i(float, MUTATOR_ARGV_4_float) \
447 o(float, MUTATOR_ARGV_4_float) \
448 i(float, MUTATOR_ARGV_5_float) \
449 o(float, MUTATOR_ARGV_5_float) \
450 i(float, MUTATOR_ARGV_6_float) \
451 i(float, MUTATOR_ARGV_7_float) \
452 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerDamaged

#define EV_PlayerDamaged ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \ i(float, MUTATOR_ARGV_3_float) \ i(vector, MUTATOR_ARGV_4_vector) \ i(int, MUTATOR_ARGV_5_int) \ i(float, MUTATOR_ARGV_6_float) \

Called when a player is damaged Returns true if damage shouldn't be logged.

Definition at line 478 of file events.qh.

478#define EV_PlayerDamaged(i, o) \
479 i(entity, MUTATOR_ARGV_0_entity) \
480 i(entity, MUTATOR_ARGV_1_entity) \
481 i(float, MUTATOR_ARGV_2_float) \
482 i(float, MUTATOR_ARGV_3_float) \
483 i(vector, MUTATOR_ARGV_4_vector) \
484 i(int, MUTATOR_ARGV_5_int) \
485 i(float, MUTATOR_ARGV_6_float) \
486 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerDied

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

called after a player died.

Definition at line 97 of file events.qh.

97#define EV_PlayerDied(i, o) \
98 i(entity, MUTATOR_ARGV_0_entity) \
99 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerDies

#define EV_PlayerDies ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \ i(float, MUTATOR_ARGV_3_float) \ i(float, MUTATOR_ARGV_4_float) \ o(float, MUTATOR_ARGV_4_float) \

called when a player dies to e.g.

remove stuff they were carrying.

Definition at line 86 of file events.qh.

86#define EV_PlayerDies(i, o) \
87 i(entity, MUTATOR_ARGV_0_entity) \
88 i(entity, MUTATOR_ARGV_1_entity) \
89 i(entity, MUTATOR_ARGV_2_entity) \
90 i(float, MUTATOR_ARGV_3_float) \
91 i(float, MUTATOR_ARGV_4_float) \
92 o(float, MUTATOR_ARGV_4_float) \
93 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerPhysics_PostUpdateStats

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

called after physics stats are set on a player, allows post-initialization modifications

Definition at line 1219 of file events.qh.

1219#define EV_PlayerPhysics_PostUpdateStats(i, o) \
1220 i(entity, MUTATOR_ARGV_0_entity) \
1221 i(float, MUTATOR_ARGV_1_float) \
1222 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerPhysics_UpdateStats

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

called before physics stats are set on a player, allows limited early customization

Definition at line 1213 of file events.qh.

1213#define EV_PlayerPhysics_UpdateStats(i, o) \
1214 i(entity, MUTATOR_ARGV_0_entity) \
1215 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerPowerups

#define EV_PlayerPowerups ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \

called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.

Definition at line 509 of file events.qh.

509#define EV_PlayerPowerups(i, o) \
510 i(entity, MUTATOR_ARGV_0_entity) \
511 i(int, MUTATOR_ARGV_1_int) \
512 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerPreThink

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

runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators

Definition at line 320 of file events.qh.

320#define EV_PlayerPreThink(i, o) \
321 i(entity, MUTATOR_ARGV_0_entity) \
322 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerRegen

#define EV_PlayerRegen ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
o(float, MUTATOR_ARGV_1_float) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \ i(float, MUTATOR_ARGV_3_float) \
o(float, MUTATOR_ARGV_3_float) \ i(float, MUTATOR_ARGV_4_float) \
o(float, MUTATOR_ARGV_4_float) \ i(float, MUTATOR_ARGV_5_float) \
o(float, MUTATOR_ARGV_5_float) \ i(float, MUTATOR_ARGV_6_float) \
o(float, MUTATOR_ARGV_6_float) \ i(float, MUTATOR_ARGV_7_float) \
o(float, MUTATOR_ARGV_7_float) \ i(float, MUTATOR_ARGV_8_float) \
o(float, MUTATOR_ARGV_8_float) \ i(float, MUTATOR_ARGV_9_float) \
o(float, MUTATOR_ARGV_9_float) \ i(float, MUTATOR_ARGV_10_float) \
o(float, MUTATOR_ARGV_10_float) \

called every player think frame return 1 to disable regen

Definition at line 519 of file events.qh.

519 #define EV_PlayerRegen(i, o) \
520 i(entity, MUTATOR_ARGV_0_entity) \
521 i(float, MUTATOR_ARGV_1_float) \
522 /**/ o(float, MUTATOR_ARGV_1_float) \
523 i(float, MUTATOR_ARGV_2_float) \
524 /**/ o(float, MUTATOR_ARGV_2_float) \
525 i(float, MUTATOR_ARGV_3_float) \
526 /**/ o(float, MUTATOR_ARGV_3_float) \
527 i(float, MUTATOR_ARGV_4_float) \
528 /**/ o(float, MUTATOR_ARGV_4_float) \
529 i(float, MUTATOR_ARGV_5_float) \
530 /**/ o(float, MUTATOR_ARGV_5_float) \
531 i(float, MUTATOR_ARGV_6_float) \
532 /**/ o(float, MUTATOR_ARGV_6_float) \
533 i(float, MUTATOR_ARGV_7_float) \
534 /**/ o(float, MUTATOR_ARGV_7_float) \
535 i(float, MUTATOR_ARGV_8_float) \
536 /**/ o(float, MUTATOR_ARGV_8_float) \
537 i(float, MUTATOR_ARGV_9_float) \
538 /**/ o(float, MUTATOR_ARGV_9_float) \
539 i(float, MUTATOR_ARGV_10_float) \
540 /**/ o(float, MUTATOR_ARGV_10_float) \
541 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerSpawn

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

called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here)

Definition at line 44 of file events.qh.

44#define EV_PlayerSpawn(i, o) \
45 i(entity, MUTATOR_ARGV_0_entity) \
46 i(entity, MUTATOR_ARGV_1_entity) \
47 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerUseKey

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

called when the use key is pressed if MUTATOR_RETURNVALUE is 1, don't do anything return 1 if the use key actually did something

Definition at line 549 of file events.qh.

549 #define EV_PlayerUseKey(i, o) \
550 i(entity, MUTATOR_ARGV_0_entity) \
551 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayerWeaponSelect

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

called after a player's weapon is chosen so it can be overriden here

Definition at line 51 of file events.qh.

51#define EV_PlayerWeaponSelect(i, o) \
52 i(entity, MUTATOR_ARGV_0_entity) \
53 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PlayHitsound

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

called when a player dies to e.g.

remove stuff they were carrying

Definition at line 124 of file events.qh.

124#define EV_PlayHitsound(i, o) \
125 i(entity, MUTATOR_ARGV_0_entity) \
126 i(entity, MUTATOR_ARGV_1_entity) \
127 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PortalTeleport

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

called whenever a player goes through a portal gun teleport allows you to strip a player of an item if they go through the teleporter to help prevent cheating

Definition at line 664 of file events.qh.

664#define EV_PortalTeleport(i, o) \
665 i(entity, MUTATOR_ARGV_0_entity) \
666 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PreFormatMessage

#define EV_PreFormatMessage ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \

called before any formatting is applied, handy for tweaking the message before scripts get ahold of it

Definition at line 227 of file events.qh.

227#define EV_PreFormatMessage(i, o) \
228 i(entity, MUTATOR_ARGV_0_entity) \
229 i(string, MUTATOR_ARGV_1_string) \
230 /**/ o(string, MUTATOR_ARGV_1_string) \
231 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PrepareExplosionByDamage

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

Definition at line 1096 of file events.qh.

1096#define EV_PrepareExplosionByDamage(i, o) \
1097 i(entity, MUTATOR_ARGV_0_entity) \
1098 i(entity, MUTATOR_ARGV_1_entity) \
1099 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_PutClientInServer

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

Definition at line 18 of file events.qh.

18#define EV_PutClientInServer(i, o) \
19 i(entity, MUTATOR_ARGV_0_entity) \
20 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Race_FinalCheckpoint

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

Definition at line 937 of file events.qh.

937#define EV_Race_FinalCheckpoint(i, o) \
938 i(entity, MUTATOR_ARGV_0_entity) \
939 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_reset_map_global

#define EV_reset_map_global ( i,
o )
Value:
\

called in reset_map

Definition at line 65 of file events.qh.

65#define EV_reset_map_global(i, o) \
66 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_reset_map_players

#define EV_reset_map_players ( i,
o )
Value:
\

called in reset_map

Definition at line 70 of file events.qh.

70#define EV_reset_map_players(i, o) \
71 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ResourceAmountChanged

#define EV_ResourceAmountChanged ( i,
o )
Value:
i(entity, MUTATOR_ARGV_7_entity) \ i(entity, MUTATOR_ARGV_8_entity) \ i(float, MUTATOR_ARGV_9_float) \

Called after the amount of resource of an entity has changed.

See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.

Definition at line 773 of file events.qh.

773#define EV_ResourceAmountChanged(i, o) \
774 i(entity, MUTATOR_ARGV_7_entity) \
775 i(entity, MUTATOR_ARGV_8_entity) \
776 i(float, MUTATOR_ARGV_9_float) \
777 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ResourceWasted

#define EV_ResourceWasted ( i,
o )
Value:
i(entity, MUTATOR_ARGV_7_entity) \ i(entity, MUTATOR_ARGV_8_entity) \ i(float, MUTATOR_ARGV_9_float) \

Called when there was an attempt to set entity resources higher than their limit.

See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.

Definition at line 783 of file events.qh.

783#define EV_ResourceWasted(i, o) \
784 i(entity, MUTATOR_ARGV_7_entity) \
785 i(entity, MUTATOR_ARGV_8_entity) \
786 i(float, MUTATOR_ARGV_9_float) \
787 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Sandbox_DragAllowed

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

Return true to prevent sandbox objects from being dragged.

Definition at line 1285 of file events.qh.

1285#define EV_Sandbox_DragAllowed(i, o) \
1286 i(entity, MUTATOR_ARGV_0_entity) \
1287 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Sandbox_EditAllowed

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

Return true to prevent the player from editing sandbox objects with commands.

Definition at line 1294 of file events.qh.

1294#define EV_Sandbox_EditAllowed(i, o) \
1295 i(entity, MUTATOR_ARGV_0_entity) \
1296 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SendWaypoint

#define EV_SendWaypoint ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(int, MUTATOR_ARGV_2_int) \
o(int, MUTATOR_ARGV_2_int) \ i(int, MUTATOR_ARGV_3_int) \
o(int, MUTATOR_ARGV_3_int) \

Definition at line 1070 of file events.qh.

1070#define EV_SendWaypoint(i, o) \
1071 i(entity, MUTATOR_ARGV_0_entity) \
1072 i(entity, MUTATOR_ARGV_1_entity) \
1073 i(int, MUTATOR_ARGV_2_int) \
1074 /**/ o(int, MUTATOR_ARGV_2_int) \
1075 i(int, MUTATOR_ARGV_3_int) \
1076 /**/ o(int, MUTATOR_ARGV_3_int) \
1077 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SetModname

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

Definition at line 620 of file events.qh.

620#define EV_SetModname(i, o) \
621 \
622 /**/ i(string, MUTATOR_ARGV_0_string) \
623 /**/ o(string, MUTATOR_ARGV_0_string) \
624 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SetResource

#define EV_SetResource ( i,
o )
Value:
i(entity, MUTATOR_ARGV_7_entity) \ i(entity, MUTATOR_ARGV_8_entity) \
o(entity, MUTATOR_ARGV_8_entity) \ i(float, MUTATOR_ARGV_9_float) \
o(float, MUTATOR_ARGV_9_float) \

Called when the amount of resource of an entity changes.

See RES_* constants for resource types. Return true to forbid the change.

Definition at line 761 of file events.qh.

761#define EV_SetResource(i, o) \
762 i(entity, MUTATOR_ARGV_7_entity) \
763 i(entity, MUTATOR_ARGV_8_entity) \
764 /**/ o(entity, MUTATOR_ARGV_8_entity) \
765 i(float, MUTATOR_ARGV_9_float) \
766 /**/ o(float, MUTATOR_ARGV_9_float) \
767 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SetWeaponArena

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

Definition at line 1048 of file events.qh.

1048#define EV_SetWeaponArena(i, o) \
1049 i(string, MUTATOR_ARGV_0_string) \
1050 /**/ o(string, MUTATOR_ARGV_0_string) \
1051 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SetWeaponreplace

#define EV_SetWeaponreplace ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(string, MUTATOR_ARGV_2_string) \
o(string, MUTATOR_ARGV_2_string) \

Definition at line 636 of file events.qh.

636#define EV_SetWeaponreplace(i, o) \
637 i(entity, MUTATOR_ARGV_0_entity) \
638 i(entity, MUTATOR_ARGV_1_entity) \
639 i(string, MUTATOR_ARGV_2_string) \
640 /**/ o(string, MUTATOR_ARGV_2_string) \
641 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_ShowChatBubble

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

Return true to hide the chat bubble above typing players.

Definition at line 1300 of file events.qh.

1300#define EV_ShowChatBubble(i, o) \
1301 i(entity, MUTATOR_ARGV_0_entity) \
1302 i(entity, MUTATOR_ARGV_1_entity) \
1303 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Spawn_Score

#define EV_Spawn_Score ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(vector, MUTATOR_ARGV_2_vector) \
o(vector, MUTATOR_ARGV_2_vector) \

called when a spawnpoint is being evaluated return 1 to make the spawnpoint unusable

Definition at line 609 of file events.qh.

609#define EV_Spawn_Score(i, o) \
610 i(entity, MUTATOR_ARGV_0_entity) \
611 i(entity, MUTATOR_ARGV_1_entity) \
612 i(vector, MUTATOR_ARGV_2_vector) \
613 /**/ o(vector, MUTATOR_ARGV_2_vector) \
614 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SpectateCopy

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

copies variables for spectating "spectatee" to "this"

Definition at line 210 of file events.qh.

210#define EV_SpectateCopy(i, o) \
211 i(entity, MUTATOR_ARGV_0_entity) \
212 i(entity, MUTATOR_ARGV_1_entity) \
213 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SpectateNext

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

Definition at line 968 of file events.qh.

968#define EV_SpectateNext(i, o) \
969 i(entity, MUTATOR_ARGV_0_entity) \
970 i(entity, MUTATOR_ARGV_1_entity) \
971 /**/ o(entity, MUTATOR_ARGV_1_entity) \
972 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SpectatePrev

#define EV_SpectatePrev ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
o(entity, MUTATOR_ARGV_1_entity) \ i(entity, MUTATOR_ARGV_2_entity) \

Definition at line 975 of file events.qh.

975#define EV_SpectatePrev(i, o) \
976 i(entity, MUTATOR_ARGV_0_entity) \
977 i(entity, MUTATOR_ARGV_1_entity) \
978 /**/ o(entity, MUTATOR_ARGV_1_entity) \
979 i(entity, MUTATOR_ARGV_2_entity) \
980 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SpectateSet

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

Definition at line 961 of file events.qh.

961#define EV_SpectateSet(i, o) \
962 i(entity, MUTATOR_ARGV_0_entity) \
963 i(entity, MUTATOR_ARGV_1_entity) \
964 /**/ o(entity, MUTATOR_ARGV_1_entity) \
965 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SV_ParseClientCommand

#define EV_SV_ParseClientCommand ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \ i(int, MUTATOR_ARGV_2_int) \ i(string, MUTATOR_ARGV_3_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_SV_ParseClientCommand) { if (MUTATOR_RETURNVALUE) // command was already handled?

return false; 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 577 of file events.qh.

577#define EV_SV_ParseClientCommand(i, o) \
578 i(entity, MUTATOR_ARGV_0_entity) \
579 i(string, MUTATOR_ARGV_1_string) \
580 i(int, MUTATOR_ARGV_2_int) \
581 i(string, MUTATOR_ARGV_3_string) \
582 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_SV_ParseServerCommand

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

please read EV_SV_ParseClientCommand description before using

Definition at line 598 of file events.qh.

598#define EV_SV_ParseServerCommand(i, o) \
599 i(string, MUTATOR_ARGV_0_string) \
600 i(int, MUTATOR_ARGV_1_int) \
601 i(string, MUTATOR_ARGV_2_string) \
602 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TakeResource

#define EV_TakeResource ( i,
o )
Value:
i(entity, MUTATOR_ARGV_7_entity) \ i(entity, MUTATOR_ARGV_8_entity) \
o(entity, MUTATOR_ARGV_8_entity) \ i(float, MUTATOR_ARGV_9_float) \
o(float, MUTATOR_ARGV_9_float) \

Called when some resource is being taken from an entity.

See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit

Definition at line 818 of file events.qh.

818#define EV_TakeResource(i, o) \
819 i(entity, MUTATOR_ARGV_7_entity) \
820 i(entity, MUTATOR_ARGV_8_entity) \
821 /**/ o(entity, MUTATOR_ARGV_8_entity) \
822 i(float, MUTATOR_ARGV_9_float) \
823 /**/ o(float, MUTATOR_ARGV_9_float) \
824 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TakeResourceWithLimit

#define EV_TakeResourceWithLimit ( i,
o )
Value:
i(entity, MUTATOR_ARGV_7_entity) \ i(entity, MUTATOR_ARGV_8_entity) \
o(entity, MUTATOR_ARGV_8_entity) \ i(float, MUTATOR_ARGV_9_float) \
o(float, MUTATOR_ARGV_9_float) \ i(float, MUTATOR_ARGV_10_float) \
o(float, MUTATOR_ARGV_10_float) \

Called when some resource is being taken from an entity, with a limit.

See RES_* constants for resource types. Return true to forbid giving.

Definition at line 829 of file events.qh.

829#define EV_TakeResourceWithLimit(i, o) \
830 i(entity, MUTATOR_ARGV_7_entity) \
831 i(entity, MUTATOR_ARGV_8_entity) \
832 /**/ o(entity, MUTATOR_ARGV_8_entity) \
833 i(float, MUTATOR_ARGV_9_float) \
834 /**/ o(float, MUTATOR_ARGV_9_float) \
835 i(float, MUTATOR_ARGV_10_float) \
836 /**/ o(float, MUTATOR_ARGV_10_float) \
837 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TeamBalance_CheckAllowedTeams

#define EV_TeamBalance_CheckAllowedTeams ( i,
o )
Value:
i(float, MUTATOR_ARGV_0_float) \
o(float, MUTATOR_ARGV_0_float) \ i(string, MUTATOR_ARGV_1_string) \
o(string, MUTATOR_ARGV_1_string) \ i(entity, MUTATOR_ARGV_2_entity) \

Allows adjusting allowed teams.

Return true to use the bitmask value and set non-empty string to use team entity name. Both behaviors can be active at the same time and will stack allowed teams.

Definition at line 167 of file events.qh.

167#define EV_TeamBalance_CheckAllowedTeams(i, o) \
168 i(float, MUTATOR_ARGV_0_float) \
169 /**/ o(float, MUTATOR_ARGV_0_float) \
170 i(string, MUTATOR_ARGV_1_string) \
171 /**/ o(string, MUTATOR_ARGV_1_string) \
172 i(entity, MUTATOR_ARGV_2_entity) \
173 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TeamBalance_FindBestTeams

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

allows overriding the teams that will make the game most balanced if the player joins any of them.

Definition at line 192 of file events.qh.

192#define EV_TeamBalance_FindBestTeams(i, o) \
193 i(entity, MUTATOR_ARGV_0_entity) \
194 o(float, MUTATOR_ARGV_1_float) \
195 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TeamBalance_GetPlayerForTeamSwitch

#define EV_TeamBalance_GetPlayerForTeamSwitch ( i,
o )
Value:
i(int, MUTATOR_ARGV_0_int) \ i(int, MUTATOR_ARGV_1_int) \ i(bool, MUTATOR_ARGV_2_bool) \ o(entity, MUTATOR_ARGV_3_entity) \

Called during autobalance.

Return true to override the player that will be switched.

Definition at line 200 of file events.qh.

200#define EV_TeamBalance_GetPlayerForTeamSwitch(i, o) \
201 i(int, MUTATOR_ARGV_0_int) \
202 i(int, MUTATOR_ARGV_1_int) \
203 i(bool, MUTATOR_ARGV_2_bool) \
204 o(entity, MUTATOR_ARGV_3_entity) \
205 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TeamBalance_GetTeamCount

#define EV_TeamBalance_GetTeamCount ( i,
o )
Value:
i(float, MUTATOR_ARGV_0_float) \ i(entity, MUTATOR_ARGV_1_entity) \ o(float, MUTATOR_ARGV_2_float) \ o(float, MUTATOR_ARGV_3_float) \

allows overriding of team counts

Definition at line 181 of file events.qh.

181#define EV_TeamBalance_GetTeamCount(i, o) \
182 i(float, MUTATOR_ARGV_0_float) \
183 i(entity, MUTATOR_ARGV_1_entity) \
184 o(float, MUTATOR_ARGV_2_float) \
185 o(float, MUTATOR_ARGV_3_float) \
186 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_Turret_CheckFire

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

return error to not attack

Definition at line 307 of file events.qh.

307#define EV_Turret_CheckFire(i, o) \
308 i(entity, MUTATOR_ARGV_0_entity) \
309 o(bool, MUTATOR_ARGV_1_bool) \
310 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TurretFire

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

return error to not attack

Definition at line 301 of file events.qh.

301#define EV_TurretFire(i, o) \
302 i(entity, MUTATOR_ARGV_0_entity) \
303 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TurretSpawn

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

return error to request removal

Definition at line 295 of file events.qh.

295#define EV_TurretSpawn(i, o) \
296 i(entity, MUTATOR_ARGV_0_entity) \
297 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TurretThink

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

Definition at line 1088 of file events.qh.

1088#define EV_TurretThink(i, o) \
1089 i(entity, MUTATOR_ARGV_0_entity) \
1090 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_TurretValidateTarget

#define EV_TurretValidateTarget ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(int, MUTATOR_ARGV_2_int) \ o(float, MUTATOR_ARGV_3_float) \

Definition at line 1080 of file events.qh.

1080#define EV_TurretValidateTarget(i, o) \
1081 i(entity, MUTATOR_ARGV_0_entity) \
1082 i(entity, MUTATOR_ARGV_1_entity) \
1083 i(int, MUTATOR_ARGV_2_int) \
1084 o(float, MUTATOR_ARGV_3_float) \
1085 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_URI_GetCallback

#define EV_URI_GetCallback ( i,
o )
Value:
i(float, MUTATOR_ARGV_0_float) \ i(float, MUTATOR_ARGV_1_float) \ i(string, MUTATOR_ARGV_2_string) \

Definition at line 1139 of file events.qh.

1139#define EV_URI_GetCallback(i, o) \
1140 i(float, MUTATOR_ARGV_0_float) \
1141 i(float, MUTATOR_ARGV_1_float) \
1142 i(string, MUTATOR_ARGV_2_string) \
1143 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_VehicleEnter

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

called when a player enters a vehicle allows mutators to set special settings in this event

Definition at line 693 of file events.qh.

693#define EV_VehicleEnter(i, o) \
694 i(entity, MUTATOR_ARGV_0_entity) \
695 i(entity, MUTATOR_ARGV_1_entity) \
696 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_VehicleExit

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

called when a player exits a vehicle allows mutators to set special settings in this event

Definition at line 713 of file events.qh.

713#define EV_VehicleExit(i, o) \
714 i(entity, MUTATOR_ARGV_0_entity) \
715 i(entity, MUTATOR_ARGV_1_entity) \
716 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_VehicleInit

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

called when a vehicle initializes return true to remove the vehicle

Definition at line 684 of file events.qh.

684#define EV_VehicleInit(i, o) \
685 i(entity, MUTATOR_ARGV_0_entity) \
686 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_VehicleTouch

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

called when a player touches a vehicle return true to stop player from entering the vehicle

Definition at line 703 of file events.qh.

703#define EV_VehicleTouch(i, o) \
704 i(entity, MUTATOR_ARGV_0_entity) \
705 i(entity, MUTATOR_ARGV_1_entity) \
706 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_VoteCommand_Parse

#define EV_VoteCommand_Parse ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \ i(string, MUTATOR_ARGV_2_string) \ i(float, MUTATOR_ARGV_3_float) \ i(float, MUTATOR_ARGV_4_float) \

called when parsing a vote command.

Definition at line 1238 of file events.qh.

1238#define EV_VoteCommand_Parse(i, o) \
1239 i(entity, MUTATOR_ARGV_0_entity) \
1240 i(string, MUTATOR_ARGV_1_string) \
1241 i(string, MUTATOR_ARGV_2_string) \
1242 i(float, MUTATOR_ARGV_3_float) \
1243 i(float, MUTATOR_ARGV_4_float) \
1244 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_W_DecreaseAmmo

#define EV_W_DecreaseAmmo ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \ i(float, MUTATOR_ARGV_2_float) \
o(float, MUTATOR_ARGV_2_float) \

Called by W_DecreaseAmmo.

Definition at line 492 of file events.qh.

492#define EV_W_DecreaseAmmo(i, o) \
493 i(entity, MUTATOR_ARGV_0_entity) \
494 i(entity, MUTATOR_ARGV_1_entity) \
495 i(float, MUTATOR_ARGV_2_float) \
496 /**/ o(float, MUTATOR_ARGV_2_float) \
497 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_W_PlayStrengthSound

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

Called when weapons are performing their attack, useful for applying bonus attack sounds.

Definition at line 1279 of file events.qh.

1279#define EV_W_PlayStrengthSound(i, o) \
1280 i(entity, MUTATOR_ARGV_0_entity) \
1281 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_W_Reload

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

Called by W_Reload.

Definition at line 503 of file events.qh.

503#define EV_W_Reload(i, o) \
504 i(entity, MUTATOR_ARGV_0_entity) \
505 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_WantWeapon

#define EV_WantWeapon ( i,
o )
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
o(float, MUTATOR_ARGV_1_float) \ i(int, MUTATOR_ARGV_2_int) \
o(int, MUTATOR_ARGV_2_int) \ i(bool, MUTATOR_ARGV_3_bool) \
o(bool, MUTATOR_ARGV_3_bool) \

Definition at line 1017 of file events.qh.

1017#define EV_WantWeapon(i, o) \
1018 i(entity, MUTATOR_ARGV_0_entity) \
1019 i(float, MUTATOR_ARGV_1_float) \
1020 /**/ o(float, MUTATOR_ARGV_1_float) \
1021 i(int, MUTATOR_ARGV_2_int) \
1022 /**/ o(int, MUTATOR_ARGV_2_int) \
1023 i(bool, MUTATOR_ARGV_3_bool) \
1024 /**/ o(bool, MUTATOR_ARGV_3_bool) \
1025 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_WeaponRateFactor

#define EV_WeaponRateFactor ( i,
o )
Value:
i(float, MUTATOR_ARGV_0_float) \
o(float, MUTATOR_ARGV_0_float) \ i(entity, MUTATOR_ARGV_1_entity) \

allows changing attack rate

Definition at line 252 of file events.qh.

252#define EV_WeaponRateFactor(i, o) \
253 i(float, MUTATOR_ARGV_0_float) \
254 /**/ o(float, MUTATOR_ARGV_0_float) \
255 i(entity, MUTATOR_ARGV_1_entity) \
256 /**/

Referenced by MUTATOR_HOOKABLE().

◆ EV_WeaponSpeedFactor

#define EV_WeaponSpeedFactor ( i,
o )
Value:
i(float, MUTATOR_ARGV_0_float) \
o(float, MUTATOR_ARGV_0_float) \ i(entity, MUTATOR_ARGV_1_entity) \

allows changing weapon speed (projectiles mostly)

Definition at line 260 of file events.qh.

260#define EV_WeaponSpeedFactor(i, o) \
261 i(float, MUTATOR_ARGV_0_float) \
262 /**/ o(float, MUTATOR_ARGV_0_float) \
263 i(entity, MUTATOR_ARGV_1_entity) \
264 /**/

Referenced by MUTATOR_HOOKABLE().

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
MUT_ITEMTOUCH_CONTINUE 
MUT_ITEMTOUCH_RETURN 
MUT_ITEMTOUCH_PICKUP 

Definition at line 733 of file events.qh.

733 {
734 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
735 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
736 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
737};
@ MUT_ITEMTOUCH_PICKUP
Definition events.qh:736
@ MUT_ITEMTOUCH_RETURN
Definition events.qh:735
@ MUT_ITEMTOUCH_CONTINUE
Definition events.qh:734

◆ anonymous enum

anonymous enum
Enumerator
MUT_FUSREAC_TARG_CONTINUE 
MUT_FUSREAC_TARG_VALID 
MUT_FUSREAC_TARG_INVALID 

Definition at line 1199 of file events.qh.

1199 {
1200 MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
1201 MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
1202 MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
1203};
@ MUT_FUSREAC_TARG_VALID
Definition events.qh:1201
@ MUT_FUSREAC_TARG_INVALID
Definition events.qh:1202
@ MUT_FUSREAC_TARG_CONTINUE
Definition events.qh:1200

◆ anonymous enum

anonymous enum
Enumerator
MUT_ACCADD_VALID 
MUT_ACCADD_INVALID 
MUT_ACCADD_INDIFFERENT 

Definition at line 859 of file events.qh.

859 {
860 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
861 MUT_ACCADD_INVALID, // return this flag to make the function always continue
862 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
863};
@ MUT_ACCADD_INDIFFERENT
Definition events.qh:862
@ MUT_ACCADD_INVALID
Definition events.qh:861
@ MUT_ACCADD_VALID
Definition events.qh:860

◆ anonymous enum

anonymous enum
Enumerator
MUT_SPECCMD_CONTINUE 
MUT_SPECCMD_RETURN 
MUT_SPECCMD_FORCE 

Definition at line 1003 of file events.qh.

1003 {
1004 MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
1005 MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
1006 MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
1007};
@ MUT_SPECCMD_RETURN
Definition events.qh:1005
@ MUT_SPECCMD_FORCE
Definition events.qh:1006
@ MUT_SPECCMD_CONTINUE
Definition events.qh:1004

◆ anonymous enum

anonymous enum
Enumerator
MUT_SPECPREV_CONTINUE 
MUT_SPECPREV_RETURN 
MUT_SPECPREV_FOUND 

Definition at line 983 of file events.qh.

983 {
984 MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
985 MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
986 MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
987};
@ MUT_SPECPREV_RETURN
Definition events.qh:985
@ MUT_SPECPREV_CONTINUE
Definition events.qh:984
@ MUT_SPECPREV_FOUND
Definition events.qh:986

◆ anonymous enum

anonymous enum
Enumerator
MUT_VOTEPARSE_CONTINUE 
MUT_VOTEPARSE_SUCCESS 
MUT_VOTEPARSE_INVALID 
MUT_VOTEPARSE_UNACCEPTABLE 

Definition at line 1247 of file events.qh.

1247 {
1248 MUT_VOTEPARSE_CONTINUE, // return this flag to make the function continue as normal
1249 MUT_VOTEPARSE_SUCCESS, // return 1 (vote parsed)
1250 MUT_VOTEPARSE_INVALID, // return -1 (vote parsed but counted as invalid, no action or vote)
1251 MUT_VOTEPARSE_UNACCEPTABLE // return 0 (vote parameter counted as unacceptable, warns caller)
1252};
@ MUT_VOTEPARSE_CONTINUE
Definition events.qh:1248
@ MUT_VOTEPARSE_UNACCEPTABLE
Definition events.qh:1251
@ MUT_VOTEPARSE_INVALID
Definition events.qh:1250
@ MUT_VOTEPARSE_SUCCESS
Definition events.qh:1249

Function Documentation

◆ MUTATOR_HOOKABLE() [1/155]

MUTATOR_HOOKABLE ( AbortSpeedrun ,
EV_AbortSpeedrun  )

References EV_AbortSpeedrun.

◆ MUTATOR_HOOKABLE() [2/155]

MUTATOR_HOOKABLE ( AccuracyTargetValid ,
EV_AccuracyTargetValid  )

◆ MUTATOR_HOOKABLE() [3/155]

MUTATOR_HOOKABLE ( AddedPlayerScore ,
EV_AddPlayerScore  )

References EV_AddPlayerScore.

◆ MUTATOR_HOOKABLE() [4/155]

MUTATOR_HOOKABLE ( AddPlayerScore ,
EV_AddPlayerScore  )

References EV_AddPlayerScore.

◆ MUTATOR_HOOKABLE() [5/155]

MUTATOR_HOOKABLE ( AllowMobButcher ,
EV_AllowMobButcher  )

References EV_AllowMobButcher.

◆ MUTATOR_HOOKABLE() [6/155]

MUTATOR_HOOKABLE ( AllowMobSpawning ,
EV_AllowMobSpawning  )

References EV_AllowMobSpawning.

◆ MUTATOR_HOOKABLE() [7/155]

MUTATOR_HOOKABLE ( AllowRocketJumping ,
EV_AllowRocketJumping  )

References EV_AllowRocketJumping.

◆ MUTATOR_HOOKABLE() [8/155]

MUTATOR_HOOKABLE ( AutoJoinOnConnection ,
EV_AutoJoinOnConnection  )

◆ MUTATOR_HOOKABLE() [9/155]

MUTATOR_HOOKABLE ( Bot_FixCount ,
EV_Bot_FixCount  )

References EV_Bot_FixCount.

◆ MUTATOR_HOOKABLE() [10/155]

MUTATOR_HOOKABLE ( BotShouldAttack ,
EV_BotShouldAttack  )

References EV_BotShouldAttack.

◆ MUTATOR_HOOKABLE() [11/155]

MUTATOR_HOOKABLE ( BuffModel_Customize ,
EV_BuffModel_Customize  )

◆ MUTATOR_HOOKABLE() [12/155]

MUTATOR_HOOKABLE ( BuffTouch ,
EV_BuffTouch  )

References EV_BuffTouch.

◆ MUTATOR_HOOKABLE() [13/155]

MUTATOR_HOOKABLE ( CalculateRespawnTime ,
EV_CalculateRespawnTime  )

◆ MUTATOR_HOOKABLE() [14/155]

MUTATOR_HOOKABLE ( ChatMessage ,
EV_ChatMessage  )

References EV_ChatMessage.

◆ MUTATOR_HOOKABLE() [15/155]

MUTATOR_HOOKABLE ( ChatMessageTo ,
EV_ChatMessageTo  )

References EV_ChatMessageTo.

◆ MUTATOR_HOOKABLE() [16/155]

◆ MUTATOR_HOOKABLE() [17/155]

MUTATOR_HOOKABLE ( ClearModelParams ,
EV_NO_ARGS  )

Called when clearing the global parameters for a model.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [18/155]

MUTATOR_HOOKABLE ( ClientCommand_FloodControl ,
EV_ClientCommand_FloodControl  )

◆ MUTATOR_HOOKABLE() [19/155]

MUTATOR_HOOKABLE ( ClientCommand_Spectate ,
EV_ClientCommand_Spectate  )

◆ MUTATOR_HOOKABLE() [20/155]

MUTATOR_HOOKABLE ( ClientConnect ,
EV_ClientConnect  )

References ClientConnect, and EV_ClientConnect.

◆ MUTATOR_HOOKABLE() [21/155]

MUTATOR_HOOKABLE ( ClientDisconnect ,
EV_ClientDisconnect  )

◆ MUTATOR_HOOKABLE() [22/155]

MUTATOR_HOOKABLE ( ClientKill ,
EV_ClientKill  )

References ClientKill, and EV_ClientKill.

◆ MUTATOR_HOOKABLE() [23/155]

MUTATOR_HOOKABLE ( ClientKill_Now ,
EV_ClientKill_Now  )

◆ MUTATOR_HOOKABLE() [24/155]

MUTATOR_HOOKABLE ( ClientObituary ,
EV_ClientObituary  )

References EV_ClientObituary.

◆ MUTATOR_HOOKABLE() [25/155]

MUTATOR_HOOKABLE ( CopyBody ,
EV_CopyBody  )

References CopyBody(), and EV_CopyBody.

◆ MUTATOR_HOOKABLE() [26/155]

MUTATOR_HOOKABLE ( CustomizeWaypoint ,
EV_CustomizeWaypoint  )

References EV_CustomizeWaypoint.

◆ MUTATOR_HOOKABLE() [27/155]

MUTATOR_HOOKABLE ( Damage_Calculate ,
EV_Damage_Calculate  )

References EV_Damage_Calculate.

◆ MUTATOR_HOOKABLE() [28/155]

MUTATOR_HOOKABLE ( DecodeLevelParms ,
EV_NO_ARGS  )

References DecodeLevelParms(), and EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [29/155]

MUTATOR_HOOKABLE ( DropSpecialItems ,
EV_DropSpecialItems  )

References EV_DropSpecialItems.

◆ MUTATOR_HOOKABLE() [30/155]

MUTATOR_HOOKABLE ( EditProjectile ,
EV_EditProjectile  )

References EV_EditProjectile.

◆ MUTATOR_HOOKABLE() [31/155]

MUTATOR_HOOKABLE ( Ent_Init ,
EV_NO_ARGS  )

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [32/155]

MUTATOR_HOOKABLE ( FilterItem ,
EV_FilterItem  )

References EV_FilterItem.

◆ MUTATOR_HOOKABLE() [33/155]

MUTATOR_HOOKABLE ( FilterItemDefinition ,
EV_FilterItemDefinition  )

◆ MUTATOR_HOOKABLE() [34/155]

MUTATOR_HOOKABLE ( FireBullet_Hit ,
EV_FireBullet_Hit  )

References EV_FireBullet_Hit.

◆ MUTATOR_HOOKABLE() [35/155]

MUTATOR_HOOKABLE ( FixClientCvars ,
EV_FixClientCvars  )

◆ MUTATOR_HOOKABLE() [36/155]

MUTATOR_HOOKABLE ( FixPlayermodel ,
EV_FixPlayermodel  )

◆ MUTATOR_HOOKABLE() [37/155]

MUTATOR_HOOKABLE ( ForbidDropCurrentWeapon ,
EV_ForbidDropCurrentWeapon  )

◆ MUTATOR_HOOKABLE() [38/155]

MUTATOR_HOOKABLE ( ForbidPlayerScore_Clear ,
EV_ForbidPlayerScore_Clear  )

◆ MUTATOR_HOOKABLE() [39/155]

MUTATOR_HOOKABLE ( ForbidRandomStartWeapons ,
EV_ForbidRandomStartWeapons  )

◆ MUTATOR_HOOKABLE() [40/155]

MUTATOR_HOOKABLE ( ForbidSpawn ,
EV_ForbidSpawn  )

References EV_ForbidSpawn.

◆ MUTATOR_HOOKABLE() [41/155]

MUTATOR_HOOKABLE ( ForbidThrowCurrentWeapon ,
EV_ForbidThrowCurrentWeapon  )

◆ MUTATOR_HOOKABLE() [42/155]

MUTATOR_HOOKABLE ( ForbidWeaponUse ,
EV_ForbidWeaponUse  )

References EV_ForbidWeaponUse.

◆ MUTATOR_HOOKABLE() [43/155]

MUTATOR_HOOKABLE ( FormatMessage ,
EV_FormatMessage  )

References EV_FormatMessage.

◆ MUTATOR_HOOKABLE() [44/155]

MUTATOR_HOOKABLE ( FragCenterMessage ,
EV_FragCenterMessage  )

References EV_FragCenterMessage.

◆ MUTATOR_HOOKABLE() [45/155]

MUTATOR_HOOKABLE ( FusionReactor_ValidTarget ,
EV_FusionReactor_ValidTarget  )

◆ MUTATOR_HOOKABLE() [46/155]

MUTATOR_HOOKABLE ( GetCvars ,
EV_NO_ARGS  )

References EV_NO_ARGS, and GetCvars().

◆ MUTATOR_HOOKABLE() [47/155]

MUTATOR_HOOKABLE ( GetModelParams ,
EV_GetModelParams  )

References EV_GetModelParams.

◆ MUTATOR_HOOKABLE() [48/155]

MUTATOR_HOOKABLE ( GetPlayerLimit ,
EV_GetPlayerLimit  )

◆ MUTATOR_HOOKABLE() [49/155]

MUTATOR_HOOKABLE ( GetPlayerStatus ,
EV_GetPlayerStatus  )

References EV_GetPlayerStatus.

◆ MUTATOR_HOOKABLE() [50/155]

MUTATOR_HOOKABLE ( GetPressedKeys ,
EV_GetPressedKeys  )

◆ MUTATOR_HOOKABLE() [51/155]

MUTATOR_HOOKABLE ( GetRecords ,
EV_GetRecords  )

References EV_GetRecords.

◆ MUTATOR_HOOKABLE() [52/155]

◆ MUTATOR_HOOKABLE() [53/155]

MUTATOR_HOOKABLE ( GiveFragsForKill ,
EV_GiveFragsForKill  )

References EV_GiveFragsForKill.

◆ MUTATOR_HOOKABLE() [54/155]

MUTATOR_HOOKABLE ( GiveResource ,
EV_GiveResource  )

References EV_GiveResource, and GiveResource().

◆ MUTATOR_HOOKABLE() [55/155]

◆ MUTATOR_HOOKABLE() [56/155]

MUTATOR_HOOKABLE ( GrappleHookThink ,
EV_GrappleHookThink  )

References EV_GrappleHookThink.

◆ MUTATOR_HOOKABLE() [57/155]

MUTATOR_HOOKABLE ( HavocBot_Aim ,
EV_HavocBot_Aim  )

References EV_HavocBot_Aim.

◆ MUTATOR_HOOKABLE() [58/155]

MUTATOR_HOOKABLE ( HavocBot_ChooseRole ,
EV_HavocBot_ChooseRole  )

◆ MUTATOR_HOOKABLE() [59/155]

MUTATOR_HOOKABLE ( HelpMePing ,
EV_HelpMePing  )

References EV_HelpMePing.

◆ MUTATOR_HOOKABLE() [60/155]

◆ MUTATOR_HOOKABLE() [61/155]

◆ MUTATOR_HOOKABLE() [62/155]

MUTATOR_HOOKABLE ( Item_Spawn ,
EV_Item_Spawn  )

References EV_Item_Spawn.

◆ MUTATOR_HOOKABLE() [63/155]

MUTATOR_HOOKABLE ( ItemModel ,
EV_ItemModel  )

References EV_ItemModel.

◆ MUTATOR_HOOKABLE() [64/155]

MUTATOR_HOOKABLE ( ItemSound ,
EV_ItemSound  )

References EV_ItemSound.

◆ MUTATOR_HOOKABLE() [65/155]

MUTATOR_HOOKABLE ( ItemTouch ,
EV_ItemTouch  )

References EV_ItemTouch.

◆ MUTATOR_HOOKABLE() [66/155]

MUTATOR_HOOKABLE ( ItemTouched ,
EV_ItemTouched  )

References EV_ItemTouched.

◆ MUTATOR_HOOKABLE() [67/155]

MUTATOR_HOOKABLE ( LockWeapon ,
EV_LockWeapon  )

References EV_LockWeapon.

◆ MUTATOR_HOOKABLE() [68/155]

MUTATOR_HOOKABLE ( LogDeath_AppendItemCodes ,
EV_LogDeath_AppendItemCodes  )

◆ MUTATOR_HOOKABLE() [69/155]

MUTATOR_HOOKABLE ( MatchEnd ,
EV_NO_ARGS  )

called when the match ends

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [70/155]

MUTATOR_HOOKABLE ( MatchEnd_BeforeScores ,
EV_NO_ARGS  )

called when the match ends, before recording scores

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [71/155]

MUTATOR_HOOKABLE ( MonsterCheckBossFlag ,
EV_MonsterCheckBossFlag  )

◆ MUTATOR_HOOKABLE() [72/155]

MUTATOR_HOOKABLE ( MonsterDies ,
EV_MonsterDies  )

References EV_MonsterDies.

◆ MUTATOR_HOOKABLE() [73/155]

MUTATOR_HOOKABLE ( MonsterDropItem ,
EV_MonsterDropItem  )

References EV_MonsterDropItem.

◆ MUTATOR_HOOKABLE() [74/155]

MUTATOR_HOOKABLE ( MonsterFindTarget ,
EV_NO_ARGS  )

called when a monster looks for another target

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [75/155]

MUTATOR_HOOKABLE ( MonsterModel ,
EV_MonsterModel  )

References EV_MonsterModel.

◆ MUTATOR_HOOKABLE() [76/155]

MUTATOR_HOOKABLE ( MonsterMove ,
EV_MonsterMove  )

References EV_MonsterMove.

◆ MUTATOR_HOOKABLE() [77/155]

MUTATOR_HOOKABLE ( MonsterRemove ,
EV_MonsterRemove  )

References EV_MonsterRemove.

◆ MUTATOR_HOOKABLE() [78/155]

MUTATOR_HOOKABLE ( MonsterRespawn ,
EV_MonsterRespawn  )

References EV_MonsterRespawn.

◆ MUTATOR_HOOKABLE() [79/155]

MUTATOR_HOOKABLE ( MonsterSpawn ,
EV_MonsterSpawn  )

References EV_MonsterSpawn.

◆ MUTATOR_HOOKABLE() [80/155]

MUTATOR_HOOKABLE ( MonsterValidTarget ,
EV_MonsterValidTarget  )

References EV_MonsterValidTarget.

◆ MUTATOR_HOOKABLE() [81/155]

MUTATOR_HOOKABLE ( OnEntityPreSpawn ,
EV_OnEntityPreSpawn  )

References EV_OnEntityPreSpawn.

◆ MUTATOR_HOOKABLE() [82/155]

MUTATOR_HOOKABLE ( Player_ChangedTeam ,
EV_Player_ChangedTeam  )

References EV_Player_ChangedTeam.

◆ MUTATOR_HOOKABLE() [83/155]

MUTATOR_HOOKABLE ( Player_ChangeTeam ,
EV_Player_ChangeTeam  )

References EV_Player_ChangeTeam.

◆ MUTATOR_HOOKABLE() [84/155]

MUTATOR_HOOKABLE ( Player_ChangeTeamKill ,
EV_Player_ChangeTeamKill  )

◆ MUTATOR_HOOKABLE() [85/155]

MUTATOR_HOOKABLE ( PlayerAnim ,
EV_PlayerAnim  )

References EV_PlayerAnim.

◆ MUTATOR_HOOKABLE() [86/155]

MUTATOR_HOOKABLE ( PlayerDamage_SplitHealthArmor ,
EV_PlayerDamage_SplitHealthArmor  )

◆ MUTATOR_HOOKABLE() [87/155]

MUTATOR_HOOKABLE ( PlayerDamaged ,
EV_PlayerDamaged  )

References EV_PlayerDamaged.

◆ MUTATOR_HOOKABLE() [88/155]

MUTATOR_HOOKABLE ( PlayerDied ,
EV_PlayerDied  )

References EV_PlayerDied.

◆ MUTATOR_HOOKABLE() [89/155]

MUTATOR_HOOKABLE ( PlayerDies ,
EV_PlayerDies  )

References EV_PlayerDies.

◆ MUTATOR_HOOKABLE() [90/155]

MUTATOR_HOOKABLE ( PlayerPhysics_PostUpdateStats ,
EV_PlayerPhysics_PostUpdateStats  )

◆ MUTATOR_HOOKABLE() [91/155]

MUTATOR_HOOKABLE ( PlayerPhysics_UpdateStats ,
EV_PlayerPhysics_UpdateStats  )

◆ MUTATOR_HOOKABLE() [92/155]

MUTATOR_HOOKABLE ( PlayerPowerups ,
EV_PlayerPowerups  )

References EV_PlayerPowerups.

◆ MUTATOR_HOOKABLE() [93/155]

MUTATOR_HOOKABLE ( PlayerPreThink ,
EV_PlayerPreThink  )

◆ MUTATOR_HOOKABLE() [94/155]

MUTATOR_HOOKABLE ( PlayerRegen ,
EV_PlayerRegen  )

References EV_PlayerRegen.

◆ MUTATOR_HOOKABLE() [95/155]

MUTATOR_HOOKABLE ( PlayerSpawn ,
EV_PlayerSpawn  )

References EV_PlayerSpawn.

◆ MUTATOR_HOOKABLE() [96/155]

MUTATOR_HOOKABLE ( PlayerUseKey ,
EV_PlayerUseKey  )

References EV_PlayerUseKey, and PlayerUseKey().

◆ MUTATOR_HOOKABLE() [97/155]

MUTATOR_HOOKABLE ( PlayerWeaponSelect ,
EV_PlayerWeaponSelect  )

References EV_PlayerWeaponSelect.

◆ MUTATOR_HOOKABLE() [98/155]

MUTATOR_HOOKABLE ( PlayHitsound ,
EV_PlayHitsound  )

References EV_PlayHitsound.

◆ MUTATOR_HOOKABLE() [99/155]

MUTATOR_HOOKABLE ( PortalTeleport ,
EV_PortalTeleport  )

References EV_PortalTeleport.

◆ MUTATOR_HOOKABLE() [100/155]

MUTATOR_HOOKABLE ( PreFormatMessage ,
EV_PreFormatMessage  )

References EV_PreFormatMessage.

◆ MUTATOR_HOOKABLE() [101/155]

MUTATOR_HOOKABLE ( PrepareExplosionByDamage ,
EV_PrepareExplosionByDamage  )

◆ MUTATOR_HOOKABLE() [102/155]

◆ MUTATOR_HOOKABLE() [103/155]

MUTATOR_HOOKABLE ( Race_FinalCheckpoint ,
EV_Race_FinalCheckpoint  )

◆ MUTATOR_HOOKABLE() [104/155]

MUTATOR_HOOKABLE ( ReadLevelCvars ,
EV_NO_ARGS  )

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [105/155]

MUTATOR_HOOKABLE ( ReadyRestart_Deny ,
EV_NO_ARGS  )

return true to restart the server instead of restarting the match, for modes that don't support readyrestart.

NOTE: ReadyRestart support is mandatory in campaign

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [106/155]

MUTATOR_HOOKABLE ( reset_map_global ,
EV_reset_map_global  )

References EV_reset_map_global.

◆ MUTATOR_HOOKABLE() [107/155]

MUTATOR_HOOKABLE ( reset_map_players ,
EV_reset_map_players  )

References EV_reset_map_players.

◆ MUTATOR_HOOKABLE() [108/155]

MUTATOR_HOOKABLE ( ResourceAmountChanged ,
EV_ResourceAmountChanged  )

◆ MUTATOR_HOOKABLE() [109/155]

MUTATOR_HOOKABLE ( ResourceWasted ,
EV_ResourceWasted  )

References EV_ResourceWasted.

◆ MUTATOR_HOOKABLE() [110/155]

MUTATOR_HOOKABLE ( Sandbox_DragAllowed ,
EV_Sandbox_DragAllowed  )

◆ MUTATOR_HOOKABLE() [111/155]

MUTATOR_HOOKABLE ( Sandbox_EditAllowed ,
EV_Sandbox_EditAllowed  )

◆ MUTATOR_HOOKABLE() [112/155]

MUTATOR_HOOKABLE ( Sandbox_SaveAllowed ,
EV_NO_ARGS  )

Return true to prevent writing sandbox changes to storage.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [113/155]

MUTATOR_HOOKABLE ( Scores_CountFragsRemaining ,
EV_NO_ARGS  )

Return error to play frag remaining announcements.

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [114/155]

MUTATOR_HOOKABLE ( SendWaypoint ,
EV_SendWaypoint  )

References EV_SendWaypoint.

◆ MUTATOR_HOOKABLE() [115/155]

MUTATOR_HOOKABLE ( SetChangeParms ,
EV_NO_ARGS  )

References EV_NO_ARGS, and SetChangeParms.

◆ MUTATOR_HOOKABLE() [116/155]

MUTATOR_HOOKABLE ( SetDefaultAlpha ,
EV_NO_ARGS  )

References EV_NO_ARGS, and SetDefaultAlpha().

◆ MUTATOR_HOOKABLE() [117/155]

MUTATOR_HOOKABLE ( SetModname ,
EV_SetModname  )

References EV_SetModname.

◆ MUTATOR_HOOKABLE() [118/155]

MUTATOR_HOOKABLE ( SetNewParms ,
EV_NO_ARGS  )

References EV_NO_ARGS, and SetNewParms.

◆ MUTATOR_HOOKABLE() [119/155]

MUTATOR_HOOKABLE ( SetResource ,
EV_SetResource  )

References EV_SetResource, and SetResource().

◆ MUTATOR_HOOKABLE() [120/155]

MUTATOR_HOOKABLE ( SetStartItems ,
EV_NO_ARGS  )

adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [121/155]

MUTATOR_HOOKABLE ( SetWeaponArena ,
EV_SetWeaponArena  )

References EV_SetWeaponArena.

◆ MUTATOR_HOOKABLE() [122/155]

MUTATOR_HOOKABLE ( SetWeaponreplace ,
EV_SetWeaponreplace  )

References EV_SetWeaponreplace.

◆ MUTATOR_HOOKABLE() [123/155]

MUTATOR_HOOKABLE ( ShowChatBubble ,
EV_ShowChatBubble  )

References EV_ShowChatBubble.

◆ MUTATOR_HOOKABLE() [124/155]

MUTATOR_HOOKABLE ( Spawn_Score ,
EV_Spawn_Score  )

References EV_Spawn_Score, and Spawn_Score().

◆ MUTATOR_HOOKABLE() [125/155]

MUTATOR_HOOKABLE ( SpectateCopy ,
EV_SpectateCopy  )

References EV_SpectateCopy, and SpectateCopy().

◆ MUTATOR_HOOKABLE() [126/155]

MUTATOR_HOOKABLE ( SpectateNext ,
EV_SpectateNext  )

References EV_SpectateNext, and SpectateNext().

◆ MUTATOR_HOOKABLE() [127/155]

MUTATOR_HOOKABLE ( SpectatePrev ,
EV_SpectatePrev  )

References EV_SpectatePrev, and SpectatePrev().

◆ MUTATOR_HOOKABLE() [128/155]

MUTATOR_HOOKABLE ( SpectateSet ,
EV_SpectateSet  )

References EV_SpectateSet, and SpectateSet().

◆ MUTATOR_HOOKABLE() [129/155]

◆ MUTATOR_HOOKABLE() [130/155]

MUTATOR_HOOKABLE ( SV_ParseServerCommand ,
EV_SV_ParseServerCommand  )

◆ MUTATOR_HOOKABLE() [131/155]

MUTATOR_HOOKABLE ( SV_StartFrame ,
EV_NO_ARGS  )

runs globally each server frame

References EV_NO_ARGS.

◆ MUTATOR_HOOKABLE() [132/155]

MUTATOR_HOOKABLE ( TakeResource ,
EV_TakeResource  )

References EV_TakeResource, and TakeResource().

◆ MUTATOR_HOOKABLE() [133/155]

◆ MUTATOR_HOOKABLE() [134/155]

◆ MUTATOR_HOOKABLE() [135/155]

◆ MUTATOR_HOOKABLE() [136/155]

◆ MUTATOR_HOOKABLE() [137/155]

MUTATOR_HOOKABLE ( TeamBalance_GetTeamCount ,
EV_TeamBalance_GetTeamCount  )

◆ MUTATOR_HOOKABLE() [138/155]

MUTATOR_HOOKABLE ( TeamBalance_GetTeamCounts ,
EV_NO_ARGS  )

return true to manually override team counts

References EV_NO_ARGS, and TeamBalance_GetTeamCounts().

◆ MUTATOR_HOOKABLE() [139/155]

MUTATOR_HOOKABLE ( Turret_CheckFire ,
EV_Turret_CheckFire  )

References EV_Turret_CheckFire.

◆ MUTATOR_HOOKABLE() [140/155]

MUTATOR_HOOKABLE ( TurretFire ,
EV_TurretFire  )

References EV_TurretFire.

◆ MUTATOR_HOOKABLE() [141/155]

MUTATOR_HOOKABLE ( TurretSpawn ,
EV_TurretSpawn  )

References EV_TurretSpawn.

◆ MUTATOR_HOOKABLE() [142/155]

MUTATOR_HOOKABLE ( TurretThink ,
EV_TurretThink  )

References EV_TurretThink.

◆ MUTATOR_HOOKABLE() [143/155]

MUTATOR_HOOKABLE ( TurretValidateTarget ,
EV_TurretValidateTarget  )

◆ MUTATOR_HOOKABLE() [144/155]

MUTATOR_HOOKABLE ( URI_GetCallback ,
EV_URI_GetCallback  )

References EV_URI_GetCallback.

◆ MUTATOR_HOOKABLE() [145/155]

MUTATOR_HOOKABLE ( VehicleEnter ,
EV_VehicleEnter  )

References EV_VehicleEnter.

◆ MUTATOR_HOOKABLE() [146/155]

MUTATOR_HOOKABLE ( VehicleExit ,
EV_VehicleExit  )

References EV_VehicleExit.

◆ MUTATOR_HOOKABLE() [147/155]

MUTATOR_HOOKABLE ( VehicleInit ,
EV_VehicleInit  )

References EV_VehicleInit.

◆ MUTATOR_HOOKABLE() [148/155]

MUTATOR_HOOKABLE ( VehicleTouch ,
EV_VehicleTouch  )

References EV_VehicleTouch.

◆ MUTATOR_HOOKABLE() [149/155]

MUTATOR_HOOKABLE ( VoteCommand_Parse ,
EV_VoteCommand_Parse  )

References EV_VoteCommand_Parse.

◆ MUTATOR_HOOKABLE() [150/155]

MUTATOR_HOOKABLE ( W_DecreaseAmmo ,
EV_W_DecreaseAmmo  )

◆ MUTATOR_HOOKABLE() [151/155]

◆ MUTATOR_HOOKABLE() [152/155]

MUTATOR_HOOKABLE ( W_Reload ,
EV_W_Reload  )

References EV_W_Reload, and W_Reload().

◆ MUTATOR_HOOKABLE() [153/155]

MUTATOR_HOOKABLE ( WantWeapon ,
EV_WantWeapon  )

References EV_WantWeapon.

◆ MUTATOR_HOOKABLE() [154/155]

MUTATOR_HOOKABLE ( WeaponRateFactor ,
EV_WeaponRateFactor  )

References EV_WeaponRateFactor.

◆ MUTATOR_HOOKABLE() [155/155]

MUTATOR_HOOKABLE ( WeaponSpeedFactor ,
EV_WeaponSpeedFactor  )

References EV_WeaponSpeedFactor.

Variable Documentation

◆ get_cvars_f

float get_cvars_f

Definition at line 346 of file events.qh.

Referenced by GetCvars().

◆ get_cvars_s

string get_cvars_s

Definition at line 347 of file events.qh.

Referenced by GetCvars().

◆ monster_loot

string monster_loot

Definition at line 390 of file events.qh.

Referenced by monster_dropitem().