1 #define CBC_ORDER_EXCLUSIVE 3
2 #define CBC_ORDER_FIRST 1
3 #define CBC_ORDER_LAST 2
4 #define CBC_ORDER_ANY 4
6 float CallbackChain_ReturnValue; // read-only field of the current return value
8 entity CallbackChain_New(string name);
9 float CallbackChain_Add(entity cb, float() func, float order)
10 float CallbackChain_Remove(entity cb, float() func);
11 // a callback function is like this:
12 // float mycallback(entity me)
17 float CallbackChain_Call(entity cb);
19 #define MUTATOR_REMOVING 0
20 #define MUTATOR_ADDING 1
21 typedef float(float) mutatorfunc_t;
22 float Mutator_Add(mutatorfunc_t func, string name);
23 void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
25 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
26 #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
27 #define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
28 #define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
29 #define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
30 #define MUTATOR_HOOK(cb,func,order) do { if(mode == MUTATOR_ADDING) { if(!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb); if(!CallbackChain_Add(HOOK_##cb,HOOKFUNCTION_##func,order)) { print("HOOK FAILED: ", #func, "\n"); return 1; } } else if(mode == MUTATOR_REMOVING) { if(HOOK_##cb) CallbackChain_Remove(HOOK_##cb,HOOKFUNCTION_##func); } } while(0)
31 #define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
32 #define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING)
34 #define MUTATOR_HOOKABLE(cb) entity HOOK_##cb
35 #define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
37 #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
42 // register all possible hooks here
44 MUTATOR_HOOKABLE(MakePlayerObserver);
45 // called when a player becomes observer, after shared setup
47 MUTATOR_HOOKABLE(PlayerSpawn);
48 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
50 MUTATOR_HOOKABLE(ClientDisconnect);
51 // called when a player disconnects
53 MUTATOR_HOOKABLE(PlayerDies);
54 // called when a player dies to e.g. remove stuff he was carrying.
56 entity frag_inflictor;
58 entity frag_target; // same as self
60 MUTATOR_HOOKABLE(GiveFragsForKill);
61 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
63 entity frag_attacker; // same as self
68 MUTATOR_HOOKABLE(MatchEnd);
69 // called when the match ends
71 MUTATOR_HOOKABLE(GetTeamCount);
72 // should adjust ret_float to contain the team count
76 MUTATOR_HOOKABLE(SpectateCopy);
77 // copies variables for spectating "other" to "self"
81 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
82 // returns 1 if throwing the current weapon shall not be allowed
84 MUTATOR_HOOKABLE(SetStartItems);
85 // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
87 MUTATOR_HOOKABLE(BuildMutatorsString);
88 // appends ":mutatorname" to ret_string for logging
92 MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
93 // appends ", Mutator name" to ret_string for display
97 MUTATOR_HOOKABLE(FilterItem);
98 // checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
99 // return error to request removal
101 MUTATOR_HOOKABLE(TurretSpawn);
102 // return error to request removal
103 // INPUT: self - turret
105 MUTATOR_HOOKABLE(OnEntityPreSpawn);
106 // return error to prevent entity spawn, or modify the entity
108 MUTATOR_HOOKABLE(PlayerPreThink);
109 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
111 MUTATOR_HOOKABLE(GetPressedKeys);
112 // TODO change this into a general PlayerPostThink hook?
114 MUTATOR_HOOKABLE(PlayerPhysics);
115 // called before any player physics, may adjust variables for movement,
116 // is run AFTER bot code and idle checking
118 MUTATOR_HOOKABLE(GetCvars);
119 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
124 MUTATOR_HOOKABLE(EditProjectile);
125 // can edit any "just fired" projectile
130 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
131 // called when a player gets damaged to e.g. remove stuff he was carrying.
133 entity frag_inflictor;
134 entity frag_attacker;
135 entity frag_target; // same as self
136 vector damage_force; // NOTE: this force already HAS been applied
141 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
142 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
143 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
145 entity frag_attacker;
147 float frag_deathtype;
152 MUTATOR_HOOKABLE(PlayerPowerups);
153 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
156 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
158 MUTATOR_HOOKABLE(PlayerUseKey);
159 // called when the use key is pressed
160 // if MUTATOR_RETURNVALUE is 1, don't do anything
161 // return 1 if the use key actually did something
163 MUTATOR_HOOKABLE(SV_ParseClientCommand);
164 // called when a client command is parsed
165 // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
166 // NOTE: return 1 if you handled the command, return 0 to continue handling
167 // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
169 string cmd_name; // command name
170 float cmd_argc; // also, argv() can be used
171 string cmd_string; // whole command, use only if you really have to
174 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
176 if(MUTATOR_RETURNVALUE) // command was already handled?
178 if(cmd_name == "echocvar" && cmd_argc >= 2)
180 print(cvar_string(argv(1)), "\n");
183 if(cmd_name == "echostring" && cmd_argc >= 2)
185 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");