X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fmutators%2Fevents.qh;h=a852fdbe472437e96c4ffbbf9a2f5bd498f2335a;hb=06ac66a5edaa645e19ed9a6482409e8656a65b1d;hp=893765a7e1f85e322e768c73055183079b68d102;hpb=453a63a8be33351452411fba664de117755f9fe0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/mutators/events.qh b/qcsrc/client/mutators/events.qh index 893765a7e..a852fdbe4 100644 --- a/qcsrc/client/mutators/events.qh +++ b/qcsrc/client/mutators/events.qh @@ -1,13 +1,6 @@ -#ifndef CLIENT_MUTATORS_EVENTS_H -#define CLIENT_MUTATORS_EVENTS_H +#pragma once -#include "../../common/mutators/base.qh" - -// globals - -string cmd_name; -int cmd_argc; -string cmd_string; +#include /** * Called when a client command is parsed @@ -17,6 +10,8 @@ string cmd_string; * // example: * MUTATOR_HOOKFUNCTION(foo, CSQC_ConsoleCommand) { * if (MUTATOR_RETURNVALUE) return false; // command was already handled + * string cmd_name = M_ARGV(0, string); + * int cmd_argc = M_ARGV(1, int); * if (cmd_name == "echocvar" && cmd_argc >= 2) { * print(cvar_string(argv(1)), "\n"); * return true; @@ -29,39 +24,124 @@ string cmd_string; * } */ #define EV_CSQC_ConsoleCommand(i, o) \ - /** command name */ i(string, cmd_name) \ - /** also, argv() can be used */ i(int, cmd_argc) \ - /** whole command, use only if you really have to */ i(string, cmd_string) \ - /**/ + /** command name */ i(string, MUTATOR_ARGV_0_string) \ + /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_1_int) \ + /** whole command, use only if you really have to */ i(string, MUTATOR_ARGV_2_string) \ + /**/ MUTATOR_HOOKABLE(CSQC_ConsoleCommand, EV_CSQC_ConsoleCommand); /* Called when the crosshair is being updated */ MUTATOR_HOOKABLE(UpdateCrosshair, EV_NO_ARGS); -/** - * Called when a temp entity is parsed - * NOTE: hooks MUST start with `if (MUTATOR_RETURNVALUE) return false;` - * NOTE: hooks MUST start with `if (!ReadMutatorEquals(mutator_argv_int_0, name_of_mutator)) return false;` - * NOTE: return true if you handled the command, return false to continue handling - */ -#define EV_CSQC_Parse_TempEntity(i, o) \ - /** entity id */ i(int, mutator_argv_int_0) \ - /**/ -MUTATOR_HOOKABLE(CSQC_Parse_TempEntity, EV_CSQC_Parse_TempEntity); - /** Called when a projectile is linked with CSQC */ #define EV_Ent_Projectile(i, o) \ - /** entity id */ i(entity, self) \ - /**/ + /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ MUTATOR_HOOKABLE(Ent_Projectile, EV_Ent_Projectile); /** Called when a projectile's properties are being modified */ #define EV_EditProjectile(i, o) \ - /** entity id */ i(entity, self) \ - /**/ + /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile); /* Called when projectiles are precached */ MUTATOR_HOOKABLE(PrecacheProjectiles, EV_NO_ARGS); -#endif +/** Called when updating the attached tags index */ +#define EV_TagIndex_Update(i, o) \ + /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(TagIndex_Update, EV_TagIndex_Update); + +/** Called when setting the attached tags */ +#define EV_TagIndex_Apply(i, o) \ + /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(TagIndex_Apply, EV_TagIndex_Apply); + +/** Called when setting up skeleton bones */ +#define EV_Skeleton_CheckBones(i, o) \ + /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(Skeleton_CheckBones, EV_Skeleton_CheckBones); + +/** Called when setting up bones from the loaded model */ +#define EV_Skeleton_CheckModel(i, o) \ + /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(Skeleton_CheckModel, EV_Skeleton_CheckModel); + +/** Called when clearing the global parameters for a model */ +MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS); + +/** Called when getting the global parameters for a model */ +#define EV_GetModelParams(i, o) \ + /** input */ i(string, MUTATOR_ARGV_0_string) \ + /** command */ i(string, MUTATOR_ARGV_1_string) \ + /**/ +MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams); + +/** Called checking if 3rd person mode should be forced on */ +#define EV_WantEventchase(i, o) \ + /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(WantEventchase, EV_WantEventchase); + +#define EV_AnnouncerOption(i, o) \ + /** announcer string */ i(string, MUTATOR_ARGV_0_string) \ + /** announcer string */ o(string, MUTATOR_ARGV_0_string) \ + /**/ +MUTATOR_HOOKABLE(AnnouncerOption, EV_AnnouncerOption); + +MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS); + +#define EV_HUD_Draw_overlay(i, o) \ + /**/ o(vector, MUTATOR_ARGV_0_vector) \ + /**/ o(float, MUTATOR_ARGV_1_float) \ + /**/ +MUTATOR_HOOKABLE(HUD_Draw_overlay, EV_HUD_Draw_overlay); + +MUTATOR_HOOKABLE(HUD_Powerups_add, EV_NO_ARGS); + +/** Return true to not draw any vortex beam */ +#define EV_Particles_VortexBeam(i, o) \ + /** beam shot origin */ i(vector, MUTATOR_ARGV_0_vector) \ + /** beam end position */ i(vector, MUTATOR_ARGV_1_vector) \ + /**/ +MUTATOR_HOOKABLE(Particles_VortexBeam, EV_Particles_VortexBeam); + +/** Return true to not draw any impact effect */ +#define EV_Weapon_ImpactEffect(i, o) \ + /** weapon */ i(entity, MUTATOR_ARGV_0_entity) \ + /** damage entity */ i(entity, MUTATOR_ARGV_1_entity) \ + /**/ +MUTATOR_HOOKABLE(Weapon_ImpactEffect, EV_Weapon_ImpactEffect); + +/* NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false; +*/ +#define EV_HUD_Command(i, o) \ + /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_0_int) \ + /**/ +MUTATOR_HOOKABLE(HUD_Command, EV_HUD_Command); + +/** Draw the grapple hook, allows changing hook texture and colour */ +#define EV_DrawGrapplingHook(i, o) \ + /** hook */ i(entity, MUTATOR_ARGV_0_entity) \ + /** texture */ i(string, MUTATOR_ARGV_1_string) \ + /***/ o(string, MUTATOR_ARGV_1_string) \ + /** colour */ i(vector, MUTATOR_ARGV_2_vector) \ + /***/ o(vector, MUTATOR_ARGV_2_vector) \ + /** team */ i(float, MUTATOR_ARGV_3_float) \ + /**/ +MUTATOR_HOOKABLE(DrawGrapplingHook, EV_DrawGrapplingHook); + +/** Called when an entity is updated (either by SVQC networking or PVS) */ +#define EV_Ent_Update(i, o) \ + /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \ + /** is new to client */ i(bool, MUTATOR_ARGV_1_bool) \ + /**/ +MUTATOR_HOOKABLE(Ent_Update, EV_Ent_Update); + +/** Return true to not draw crosshair */ +MUTATOR_HOOKABLE(DrawCrosshair, EV_NO_ARGS);