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Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
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#include <common/mutators/base.qh>Go to the source code of this file.
Macros | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
| #define | params(i, o) |
| Called when a player becomes observer, after shared setup. | |
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 } |
Variables | |
| float | get_cvars_f |
| string | get_cvars_s |
| string | monster_loot |
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| #define params | ( | i, | |
| o ) |
Called when a player becomes observer, after shared setup.
Return true to hide the chat bubble above typing players.
Return true to prevent the player from editing sandbox objects with commands.
Return true to prevent sandbox objects from being dragged.
Called when weapons are performing their attack, useful for applying bonus attack sounds.
Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting.
Include special item codes for a death to the game log.
Called when a player is trying to join, argument is the number of players allowed to join the match.
Called when parsing a vote command.
Return true to skip respawn time calculations.
Return true to use your own aim target (or none at all).
Called after physics stats are set on a player, allows post-initialization modifications.
Called before physics stats are set on a player, allows limited early customization.
Return true to show a waypoint while the item is spawning.
Called when a fusion reactor is validating its target.
Return true to prevent sending a chat (private, team or regular) message from reaching a certain player.
Called when sending a chat message, ret argument can be changed to prevent the message.
Called when creating a clone of the player (usually for corpses that stay after the player has respawned).
Return true to prevent weapon use for a player.
Return true to lock weapon (can't be used nor changed) for a player.
Called after player has changed their team.
Called before player changes their team. Return true to block team change.
Called when a monster model is about to be set, allows custom paths etc.
Called when an admin tries to kill all monsters.
Called when player triggered kill (or is changing teams), return error to not do anything.
Called when a buff is touched. Called early, can edit buff properties.
Called when a bullet has hit a target.
Called when getting the global parameters for a model.
Called when a target is checked for accuracy.
Called at when a player connect.
Called when some resource is being taken from an entity, with a limit.
Called when some resource is being taken from an entity.
Called when entity is being given some resource with specified limit.
Called when entity is being given some resource.
Called when there was an attempt to set entity resources higher than their limit.
Called after the amount of resource of an entity has changed.
Called when the amount of resource of an entity changes.
Called when the amount of entity resources changes. Can be used to override resource limit.
Called after the item has been touched.
Called at when a item is touched. Called early, can edit item properties.
Called when a speedrun is aborted and the player is teleported back to start position.
Called when a player exits a vehicle.
Called when a player touches a vehicle.
Called when a player enters a vehicle.
Called when a vehicle initializes.
Called whenever a player uses impulse 33 (help me) in impulse.qc.
Called whenever a player goes through a portal gun teleport.
Called when a bot checks a target to attack.
Called when an item is about to respawn.
Called for each item being spawned on a map, including dropped weapons.
Called when a spawnpoint is being evaluated.
Please read EV_SV_ParseClientCommand description before using.
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 true if the player should be considered invisible.
Called when the use key is pressed.
Called every player think frame.
Return true to keep the player's superweapons unchanged in player_powerups().
Called at the end of player_powerups() in client.qc, used for manipulating the values which are set by powerup items.
Called by W_Reload.
Called by W_DecreaseAmmo.
Called when a player is damaged.
Called to adjust damage and force values which are applied to the player, used for e.g.
Called when a player gets damaged to e.g. remove stuff they were carrying.
Called when a player tries to spawn a monster.
Called when checking if a monster should be a miniboss.
Called when validating a monster's target.
Called when a monster moves.
Called when a monster is dropping loot.
Called when a monster wants to respawn.
Called when a monster dies.
Called when a monster spawns.
Can edit any "just fired" projectile.
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
Runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators.
Return error to prevent entity spawn, or modify the entity.
Called in Plasma & Dual Plasma turret's tr_attack. Return true to override the default attack.
Return error to not attack.
Return error to request removal.
Checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields).
Check if items having the given definition are allowed to spawn.
Called every frame, customizes the waypoint for spectators.
Allows changing weapon speed (projectiles mostly).
allows changing attack rate
Return true if dropping the current weapon shall not be allowed at any time including death.
Return true if throwing the current weapon shall not be allowed.
Called before any formatting is applied, handy for tweaking the message before scripts get ahold of it.
Called when formatting a chat message to replace fancy functions.
Copies variables for spectating "spectatee" to "client".
Called during autobalance. Return true to override the player that will be switched.
Allows overriding the teams that will make the game most balanced if the player joins any of them.
Allows overriding of team counts.
Allows adjusting allowed teams.
Called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill.
Called when an item sound is about to be played, allows custom paths etc.
Called when an item model is about to be set, allows custom paths etc.
Allows overriding the frag centerprint messages.
Called when showing an obituary for the player. return true to show nothing (workarounds may be needed).
Called after a player died.
Called when a player dies to e.g. remove stuff they were carrying.
Called when a player disconnects.
Called when setting the player's animation state.
Called after a player's weapon is chosen so it can be overriden here.
Called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here).
Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them.
Return true if client should be put as player on connection.
Return true to prevent a spectator/observer to spawn as player.
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.
Return true to disallow spawning.
Return error to request removal
Returning true makes the monster stop.
Return true to prevent the monster from becoming a miniboss.
Return 1 to prevent spawning. NOTE: requires reason if disallowed
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).
Return true if damage shouldn't be logged
Return 1 to disable regen.
If MUTATOR_RETURNVALUE is 1, don't do anything. Return 1 if the use key actually did something
return false; entity player = M_ARGV(0, entity); string cmd_name = M_ARGV(1, string); int cmd_argc = M_ARGV(2, int); string cmd_string = M_ARGV(3, string); if (cmd_name == "echocvar" && cmd_argc >= 2) { sprint(player, "\n", cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { sprint(player, "\n", substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }
Return true to skip flood control on the given command.
Return 1 to make the spawnpoint unusable.
Return 1 to remove an item.
Return true to forbid the bot from attacking the target.
Allows you to strip a player of an item if they go through the teleporter to help prevent cheating.
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
Return true to remove the vehicle.
Allows mutators to set special settings in this event.
Return true to stop player from entering the vehicle.
See RES_* constants for resource types. Return true to forbid the change
See RES_* constants for resource types. Amount wasted is the amount of resource that is above resource limit so it was not given.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by GiveResourceWithLimit
See RES_* constants for resource types. Return true to forbid giving.
See RES_* constants for resource types. Return true to forbid giving. NOTE: This hook is also called by TakeResourceWithLimit
Return 1 to prevent spawning.
Definition at line 11 of file events.qh.
| anonymous enum |
| Enumerator | |
|---|---|
| MUT_ITEMTOUCH_CONTINUE | |
| MUT_ITEMTOUCH_RETURN | |
| MUT_ITEMTOUCH_PICKUP | |
Definition at line 795 of file events.qh.
| anonymous enum |
| Enumerator | |
|---|---|
| MUT_FUSREAC_TARG_CONTINUE | |
| MUT_FUSREAC_TARG_VALID | |
| MUT_FUSREAC_TARG_INVALID | |
Definition at line 1308 of file events.qh.
| anonymous enum |
| anonymous enum |
| Enumerator | |
|---|---|
| MUT_SPECCMD_CONTINUE | |
| MUT_SPECCMD_RETURN | |
| MUT_SPECCMD_FORCE | |
Definition at line 1101 of file events.qh.
| anonymous enum |
| Enumerator | |
|---|---|
| MUT_SPECPREV_CONTINUE | |
| MUT_SPECPREV_RETURN | |
| MUT_SPECPREV_FOUND | |
Definition at line 1078 of file events.qh.
| anonymous enum |
| MUTATOR_HOOKABLE | ( | CheckRules_World | , |
| params | ) |
References CheckRules_World(), and params.
| MUTATOR_HOOKABLE | ( | ClearModelParams | , |
| EV_NO_ARGS | ) |
Called when clearing the global parameters for a model.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | ClientConnect | , |
| params | ) |
References ClientConnect, and params.
| MUTATOR_HOOKABLE | ( | ClientDisconnect | , |
| params | ) |
References ClientDisconnect, and params.
| MUTATOR_HOOKABLE | ( | ClientKill | , |
| params | ) |
References ClientKill, and params.
References CopyBody(), and params.
| MUTATOR_HOOKABLE | ( | DecodeLevelParms | , |
| EV_NO_ARGS | ) |
References DecodeLevelParms(), and EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | Ent_Init | , |
| EV_NO_ARGS | ) |
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | FixClientCvars | , |
| params | ) |
References FixClientCvars(), and params.
| MUTATOR_HOOKABLE | ( | FixPlayermodel | , |
| params | ) |
References FixPlayermodel(), and params.
| MUTATOR_HOOKABLE | ( | GetCvars | , |
| EV_NO_ARGS | ) |
References EV_NO_ARGS, and GetCvars().
| MUTATOR_HOOKABLE | ( | GetPlayerLimit | , |
| params | ) |
References GetPlayerLimit(), and params.
| MUTATOR_HOOKABLE | ( | GetPressedKeys | , |
| params | ) |
References GetPressedKeys(), and params.
| MUTATOR_HOOKABLE | ( | GetResourceLimit | , |
| params | ) |
References GetResourceLimit(), and params.
| MUTATOR_HOOKABLE | ( | GiveResource | , |
| params | ) |
References GiveResource(), and params.
| MUTATOR_HOOKABLE | ( | GiveResourceWithLimit | , |
| params | ) |
References GiveResourceWithLimit(), and params.
| MUTATOR_HOOKABLE | ( | Item_RespawnCountdown | , |
| params | ) |
References Item_RespawnCountdown(), and params.
| MUTATOR_HOOKABLE | ( | Item_ScheduleRespawn | , |
| params | ) |
References Item_ScheduleRespawn(), and params.
| MUTATOR_HOOKABLE | ( | MatchEnd | , |
| EV_NO_ARGS | ) |
Called when the match ends.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | MatchEnd_BeforeScores | , |
| EV_NO_ARGS | ) |
Called when the match ends, before recording scores.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | MonsterFindTarget | , |
| EV_NO_ARGS | ) |
Called when a monster looks for another target.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | PlayerPreThink | , |
| params | ) |
References params, and PlayerPreThink.
| MUTATOR_HOOKABLE | ( | PlayerUseKey | , |
| params | ) |
References params, and PlayerUseKey().
| MUTATOR_HOOKABLE | ( | PreferPlayerScore_Clear | , |
| EV_NO_ARGS | ) |
Return 1 if player score shall be cleared with g_score_resetonjoin -1.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | PutClientInServer | , |
| params | ) |
References params, and PutClientInServer.
| MUTATOR_HOOKABLE | ( | ReadLevelCvars | , |
| EV_NO_ARGS | ) |
References 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.
NOTE: ReadyRestart support is mandatory in campaign
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | reset_map_global | , |
| EV_NO_ARGS | ) |
Called in reset_map.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | reset_map_players | , |
| EV_NO_ARGS | ) |
Called in reset_map.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | Sandbox_SaveAllowed | , |
| EV_NO_ARGS | ) |
Return true to prevent writing sandbox changes to storage.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | Scores_CountFragsRemaining | , |
| EV_NO_ARGS | ) |
Return error to play frag remaining announcements.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | SetChangeParms | , |
| EV_NO_ARGS | ) |
References EV_NO_ARGS, and SetChangeParms.
| MUTATOR_HOOKABLE | ( | SetDefaultAlpha | , |
| EV_NO_ARGS | ) |
References EV_NO_ARGS, and SetDefaultAlpha().
| MUTATOR_HOOKABLE | ( | SetNewParms | , |
| EV_NO_ARGS | ) |
References EV_NO_ARGS, and SetNewParms.
| MUTATOR_HOOKABLE | ( | SetResource | , |
| params | ) |
References params, and SetResource().
| MUTATOR_HOOKABLE | ( | SetStartItems | , |
| EV_NO_ARGS | ) |
Adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}.
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | Spawn_Score | , |
| params | ) |
References params, and Spawn_Score().
| MUTATOR_HOOKABLE | ( | SpectateCopy | , |
| params | ) |
References params, and SpectateCopy().
| MUTATOR_HOOKABLE | ( | SpectateNext | , |
| params | ) |
References params, and SpectateNext().
| MUTATOR_HOOKABLE | ( | SpectatePrev | , |
| params | ) |
References params, and SpectatePrev().
| MUTATOR_HOOKABLE | ( | SpectateSet | , |
| params | ) |
References params, and SpectateSet().
| MUTATOR_HOOKABLE | ( | SV_ParseClientCommand | , |
| params | ) |
References params, and SV_ParseClientCommand.
| MUTATOR_HOOKABLE | ( | SV_StartFrame | , |
| EV_NO_ARGS | ) |
runs globally each server frame
References EV_NO_ARGS.
| MUTATOR_HOOKABLE | ( | TakeResource | , |
| params | ) |
References params, and TakeResource().
| MUTATOR_HOOKABLE | ( | TakeResourceWithLimit | , |
| params | ) |
References params, and TakeResourceWithLimit().
| MUTATOR_HOOKABLE | ( | TeamBalance_CheckAllowedTeams | , |
| params | ) |
References params, and TeamBalance_CheckAllowedTeams().
| MUTATOR_HOOKABLE | ( | TeamBalance_FindBestTeams | , |
| params | ) |
References params, and TeamBalance_FindBestTeams().
| MUTATOR_HOOKABLE | ( | TeamBalance_GetPlayerForTeamSwitch | , |
| params | ) |
References params, and TeamBalance_GetPlayerForTeamSwitch().
| MUTATOR_HOOKABLE | ( | TeamBalance_GetTeamCounts | , |
| EV_NO_ARGS | ) |
Return true to manually override team counts.
References EV_NO_ARGS, and TeamBalance_GetTeamCounts().
| MUTATOR_HOOKABLE | ( | W_DecreaseAmmo | , |
| params | ) |
References params, and W_DecreaseAmmo().
| MUTATOR_HOOKABLE | ( | W_PlayStrengthSound | , |
| params | ) |
References params, and W_PlayStrengthSound().
References params, and W_Reload().
| float get_cvars_f |
Definition at line 375 of file events.qh.
Referenced by GetCvars(), and Notification_GetCvars().
| string get_cvars_s |
Definition at line 376 of file events.qh.
Referenced by GetCvars(), and Notification_GetCvars().
| string monster_loot |
Definition at line 425 of file events.qh.
Referenced by monster_dropitem().