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 #define MUTATOR_ROLLING_BACK 2
22 typedef float(float) mutatorfunc_t;
23 float Mutator_Add(mutatorfunc_t func, string name);
24 void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
26 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
27 #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
28 #define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
29 #define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
30 #define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
31 #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 || mode == MUTATOR_ROLLING_BACK) { if(HOOK_##cb) CallbackChain_Remove(HOOK_##cb,HOOKFUNCTION_##func); } } while(0)
32 #define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
33 #define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING)
34 #define MUTATOR_ONROLLBACK_OR_REMOVE if(mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
36 #define MUTATOR_HOOKABLE(cb) entity HOOK_##cb
37 #define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
39 #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
44 // register all possible hooks here
46 MUTATOR_HOOKABLE(MakePlayerObserver);
47 // called when a player becomes observer, after shared setup
49 MUTATOR_HOOKABLE(PutClientInServer);
50 entity self; // client wanting to spawn
52 MUTATOR_HOOKABLE(PlayerSpawn);
53 entity spawn_spot; // spot that was used, or world
54 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
56 MUTATOR_HOOKABLE(reset_map_global);
57 // called in reset_map
59 MUTATOR_HOOKABLE(reset_map_players);
60 // called in reset_map
62 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear);
63 // returns 1 if clearing player score shall not be allowed
65 MUTATOR_HOOKABLE(ClientDisconnect);
66 // called when a player disconnects
68 MUTATOR_HOOKABLE(PlayerDies);
69 // called when a player dies to e.g. remove stuff he was carrying.
71 entity frag_inflictor;
73 entity frag_target; // same as self
76 MUTATOR_HOOKABLE(PlayerJump);
77 // called when a player presses the jump key
79 float player_multijump;
81 MUTATOR_HOOKABLE(GiveFragsForKill);
82 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
84 entity frag_attacker; // same as self
89 MUTATOR_HOOKABLE(MatchEnd);
90 // called when the match ends
92 MUTATOR_HOOKABLE(GetTeamCount);
93 // should adjust ret_float to contain the team count
97 MUTATOR_HOOKABLE(SpectateCopy);
98 // copies variables for spectating "other" to "self"
102 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
103 // returns 1 if throwing the current weapon shall not be allowed
105 MUTATOR_HOOKABLE(SetStartItems);
106 // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
108 MUTATOR_HOOKABLE(BuildMutatorsString);
109 // appends ":mutatorname" to ret_string for logging
113 MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
114 // appends ", Mutator name" to ret_string for display
118 MUTATOR_HOOKABLE(CustomizeWaypoint);
119 // called every frame
120 // customizes the waypoint for spectators
121 // INPUT: self = waypoint, other = player, other.enemy = spectator
123 MUTATOR_HOOKABLE(FilterItem);
124 // 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)
125 // return error to request removal
127 MUTATOR_HOOKABLE(TurretSpawn);
128 // return error to request removal
129 // INPUT: self - turret
131 MUTATOR_HOOKABLE(OnEntityPreSpawn);
132 // return error to prevent entity spawn, or modify the entity
134 MUTATOR_HOOKABLE(PlayerPreThink);
135 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
137 MUTATOR_HOOKABLE(GetPressedKeys);
138 // TODO change this into a general PlayerPostThink hook?
140 MUTATOR_HOOKABLE(PlayerPhysics);
141 // called before any player physics, may adjust variables for movement,
142 // is run AFTER bot code and idle checking
144 MUTATOR_HOOKABLE(GetCvars);
145 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
150 MUTATOR_HOOKABLE(EditProjectile);
151 // can edit any "just fired" projectile
156 MUTATOR_HOOKABLE(MonsterSpawn);
157 // called when a monster spawns
159 MUTATOR_HOOKABLE(MonsterDies);
160 // called when a monster dies
162 entity frag_attacker;
164 MUTATOR_HOOKABLE(MonsterRespawn);
165 // called when a monster wants to respawn
169 MUTATOR_HOOKABLE(MonsterDropItem);
170 // called when a monster is dropping loot
172 .void() monster_loot;
175 MUTATOR_HOOKABLE(MonsterMove);
176 // called when a monster moves
177 // returning TRUE makes the monster stop
179 float monster_speed_run;
180 float monster_speed_walk;
181 entity monster_target;
183 MUTATOR_HOOKABLE(MonsterFindTarget);
184 // called when a monster looks for another target
186 MUTATOR_HOOKABLE(MonsterCheckBossFlag);
187 // called to change a random monster to a miniboss
189 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
190 // called when a player gets damaged to e.g. remove stuff he was carrying.
192 entity frag_inflictor;
193 entity frag_attacker;
194 entity frag_target; // same as self
195 vector damage_force; // NOTE: this force already HAS been applied
200 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
201 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
202 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
204 entity frag_attacker;
206 float frag_deathtype;
209 float frag_mirrordamage;
212 MUTATOR_HOOKABLE(PlayerPowerups);
213 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
216 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
218 MUTATOR_HOOKABLE(PlayerUseKey);
219 // called when the use key is pressed
220 // if MUTATOR_RETURNVALUE is 1, don't do anything
221 // return 1 if the use key actually did something
223 MUTATOR_HOOKABLE(SV_ParseClientCommand);
224 // called when a client command is parsed
225 // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
226 // NOTE: return 1 if you handled the command, return 0 to continue handling
227 // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
229 string cmd_name; // command name
230 float cmd_argc; // also, argv() can be used
231 string cmd_string; // whole command, use only if you really have to
234 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
236 if(MUTATOR_RETURNVALUE) // command was already handled?
238 if(cmd_name == "echocvar" && cmd_argc >= 2)
240 print(cvar_string(argv(1)), "\n");
243 if(cmd_name == "echostring" && cmd_argc >= 2)
245 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
252 MUTATOR_HOOKABLE(Spawn_Score);
253 // called when a spawnpoint is being evaluated
254 // return 1 to make the spawnpoint unusable
256 entity self; // player wanting to spawn
257 entity spawn_spot; // spot to be evaluated
259 vector spawn_score; // _x is priority, _y is "distance"
261 MUTATOR_HOOKABLE(SV_StartFrame);
262 // runs globally each server frame
264 MUTATOR_HOOKABLE(SetModname);
266 string modname; // name of the mutator/mod if it warrants showing as such in the server browser
268 MUTATOR_HOOKABLE(Item_Spawn);
269 // called for each item being spawned on a map, including dropped weapons
270 // return 1 to remove an item
272 entity self; // the item
274 MUTATOR_HOOKABLE(SetWeaponreplace);
276 entity self; // map entity
277 entity other; // weapon info
281 MUTATOR_HOOKABLE(Item_RespawnCountdown);
282 // called when an item is about to respawn
287 MUTATOR_HOOKABLE(BotShouldAttack);
288 // called when a bot checks a target to attack
292 MUTATOR_HOOKABLE(PortalTeleport);
293 // called whenever a player goes through a portal gun teleport
294 // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
298 MUTATOR_HOOKABLE(HelpMePing);
299 // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
300 // normally help me ping uses self.waypointsprite_attachedforcarrier,
301 // but if your mutator uses something different then you can handle it
302 // in a special manner using this hook
304 entity self; // the player who pressed impulse 33
306 MUTATOR_HOOKABLE(VehicleSpawn);
307 // called when a vehicle initializes
308 // return TRUE to remove the vehicle
310 MUTATOR_HOOKABLE(VehicleEnter);
311 // called when a player enters a vehicle
312 // allows mutators to set special settings in this event
314 entity vh_player; // player
315 entity vh_vehicle; // vehicle
317 MUTATOR_HOOKABLE(VehicleTouch);
318 // called when a player touches a vehicle
319 // return TRUE to stop player from entering the vehicle
321 entity self; // vehicle
322 entity other; // player
324 MUTATOR_HOOKABLE(VehicleExit);
325 // called when a player exits a vehicle
326 // allows mutators to set special settings in this event
328 entity vh_player; // player
329 entity vh_vehicle; // vehicle
331 MUTATOR_HOOKABLE(AbortSpeedrun);
332 // called when a speedrun is aborted and the player is teleported back to start position
334 entity self; // player
336 MUTATOR_HOOKABLE(ItemTouch);
337 // called at when a item is touched. Called early, can edit item properties.
339 entity other; // player
340 #define MUT_ITEMTOUCH_CONTINUE 0 // return this flag to make the function continue as normal
341 #define MUT_ITEMTOUCH_RETURN 1 // return this flag to make the function return (handled entirely by mutator)
342 #define MUT_ITEMTOUCH_PICKUP 2 // return this flag to have the item "picked up" and taken even after mutator handled it
344 MUTATOR_HOOKABLE(ClientConnect);
345 // called at when a player connect
346 entity self; // player
348 MUTATOR_HOOKABLE(HavocBot_ChooseRule);