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 entity spawn_spot; // spot that was used, or world
49 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
51 MUTATOR_HOOKABLE(ClientDisconnect);
52 // called when a player disconnects
54 MUTATOR_HOOKABLE(PlayerDies);
55 // called when a player dies to e.g. remove stuff he was carrying.
57 entity frag_inflictor;
59 entity frag_target; // same as self
61 MUTATOR_HOOKABLE(GiveFragsForKill);
62 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
64 entity frag_attacker; // same as self
69 MUTATOR_HOOKABLE(MatchEnd);
70 // called when the match ends
72 MUTATOR_HOOKABLE(GetTeamCount);
73 // should adjust ret_float to contain the team count
77 MUTATOR_HOOKABLE(SpectateCopy);
78 // copies variables for spectating "other" to "self"
82 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
83 // returns 1 if throwing the current weapon shall not be allowed
85 MUTATOR_HOOKABLE(SetStartItems);
86 // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
88 MUTATOR_HOOKABLE(BuildMutatorsString);
89 // appends ":mutatorname" to ret_string for logging
93 MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
94 // appends ", Mutator name" to ret_string for display
98 MUTATOR_HOOKABLE(FilterItem);
99 // 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)
100 // return error to request removal
102 MUTATOR_HOOKABLE(TurretSpawn);
103 // return error to request removal
104 // INPUT: self - turret
106 MUTATOR_HOOKABLE(TurretValidateTarget);
107 // return target score
109 entity turret_target;
112 MUTATOR_HOOKABLE(OnEntityPreSpawn);
113 // return error to prevent entity spawn, or modify the entity
115 MUTATOR_HOOKABLE(PlayerPreThink);
116 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
118 MUTATOR_HOOKABLE(GetPressedKeys);
119 // TODO change this into a general PlayerPostThink hook?
121 MUTATOR_HOOKABLE(PlayerPhysics);
122 // called before any player physics, may adjust variables for movement,
123 // is run AFTER bot code and idle checking
125 MUTATOR_HOOKABLE(GetCvars);
126 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
131 MUTATOR_HOOKABLE(EditProjectile);
132 // can edit any "just fired" projectile
137 MUTATOR_HOOKABLE(MonsterSpawn);
138 // called when a monster spawns
140 MUTATOR_HOOKABLE(MonsterDies);
141 // called when a monster dies
143 entity frag_attacker;
145 MUTATOR_HOOKABLE(MonsterDropItem);
146 // called when a monster is dropping loot
148 string monster_dropitem;
149 string monster_dropsize;
151 MUTATOR_HOOKABLE(MonsterMove);
152 // called when a monster moves
154 float monster_speed_run;
155 float monster_speed_walk;
156 entity monster_target;
158 MUTATOR_HOOKABLE(MonsterFindTarget);
159 // called when a monster looks for another target
161 MUTATOR_HOOKABLE(MonsterCheckBossFlag);
162 // called to change a random monster to a miniboss
164 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
165 // called when a player gets damaged to e.g. remove stuff he was carrying.
167 entity frag_inflictor;
168 entity frag_attacker;
169 entity frag_target; // same as self
170 vector damage_force; // NOTE: this force already HAS been applied
175 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
176 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
177 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
179 entity frag_attacker;
181 float frag_deathtype;
186 MUTATOR_HOOKABLE(PlayerPowerups);
187 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
190 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
192 MUTATOR_HOOKABLE(PlayerUseKey);
193 // called when the use key is pressed
194 // if MUTATOR_RETURNVALUE is 1, don't do anything
195 // return 1 if the use key actually did something
197 MUTATOR_HOOKABLE(SV_ParseClientCommand);
198 // called when a client command is parsed
199 // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
200 // NOTE: return 1 if you handled the command, return 0 to continue handling
201 // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
203 string cmd_name; // command name
204 float cmd_argc; // also, argv() can be used
205 string cmd_string; // whole command, use only if you really have to
208 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
210 if(MUTATOR_RETURNVALUE) // command was already handled?
212 if(cmd_name == "echocvar" && cmd_argc >= 2)
214 print(cvar_string(argv(1)), "\n");
217 if(cmd_name == "echostring" && cmd_argc >= 2)
219 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
226 MUTATOR_HOOKABLE(Spawn_Score);
227 // called when a spawnpoint is being evaluated
228 // return 1 to make the spawnpoint unusable
230 entity self; // player wanting to spawn
231 entity spawn_spot; // spot to be evaluated
233 vector spawn_score; // _x is priority, _y is "distance"
235 MUTATOR_HOOKABLE(SV_StartFrame);
236 // runs globally each server frame
238 MUTATOR_HOOKABLE(SetModname);
240 string modname; // name of the mutator/mod if it warrants showing as such in the server browser
242 MUTATOR_HOOKABLE(SetWeaponreplace);
244 entity self; // map entity
245 entity other; // weapon info
249 MUTATOR_HOOKABLE(PortalTeleport);
250 // called whenever a player goes through a portal gun teleport
251 // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
255 MUTATOR_HOOKABLE(HelpMePing);
256 // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
257 // normally help me ping uses self.waypointsprite_attachedforcarrier,
258 // but if your mutator uses something different then you can handle it
259 // in a special manner using this hook
261 entity self; // the player who pressed impulse 33
263 MUTATOR_HOOKABLE(VehicleEnter);
264 // called when a player enters a vehicle
265 // allows mutators to set special settings in this event
267 entity vh_player; // player
268 entity vh_vehicle; // vehicle
270 MUTATOR_HOOKABLE(VehicleExit);
271 // called when a player exits a vehicle
272 // allows mutators to set special settings in this event
274 entity vh_player; // player
275 entity vh_vehicle; // vehicle
277 MUTATOR_HOOKABLE(AbortSpeedrun);
278 // called when a speedrun is aborted and the player is teleported back to start position
280 entity self; // player
282 MUTATOR_HOOKABLE(ItemTouch);
283 // called at when a item is touched. Called early, can edit item properties.
285 entity other; // player
287 MUTATOR_HOOKABLE(ClientConnect);
288 // called at when a player connect
289 entity self; // player
291 MUTATOR_HOOKABLE(HavocBot_ChooseRule);