+++ /dev/null
-#define CBC_ORDER_EXCLUSIVE 3
-#define CBC_ORDER_FIRST 1
-#define CBC_ORDER_LAST 2
-#define CBC_ORDER_ANY 4
-
-float CallbackChain_ReturnValue; // read-only field of the current return value
-
-entity CallbackChain_New(string name);
-float CallbackChain_Add(entity cb, float() func, float order);
-float CallbackChain_Remove(entity cb, float() func);
-// a callback function is like this:
-// float mycallback(entity me)
-// {
-// do something
-// return r;
-// }
-float CallbackChain_Call(entity cb);
-
-#define MUTATOR_REMOVING 0
-#define MUTATOR_ADDING 1
-#define MUTATOR_ROLLING_BACK 2
-typedef float(float) mutatorfunc_t;
-float Mutator_Add(mutatorfunc_t func, string name);
-void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
-
-#define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
-#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
-#define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
-#define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
-#define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
-#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)
-#define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
-#define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING)
-#define MUTATOR_ONROLLBACK_OR_REMOVE if(mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
-
-#define MUTATOR_HOOKABLE(cb) entity HOOK_##cb
-#define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
-
-#define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
-
-
-
-
-// register all possible hooks here
-
-MUTATOR_HOOKABLE(MakePlayerObserver);
- // called when a player becomes observer, after shared setup
-
-MUTATOR_HOOKABLE(PutClientInServer);
- entity self; // client wanting to spawn
-
-MUTATOR_HOOKABLE(PlayerSpawn);
- entity spawn_spot; // spot that was used, or world
- // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
-
-MUTATOR_HOOKABLE(reset_map_global);
- // called in reset_map
-
-MUTATOR_HOOKABLE(reset_map_players);
- // called in reset_map
-
-MUTATOR_HOOKABLE(ForbidPlayerScore_Clear);
- // returns 1 if clearing player score shall not be allowed
-
-MUTATOR_HOOKABLE(ClientDisconnect);
- // called when a player disconnects
-
-MUTATOR_HOOKABLE(PlayerDies);
- // called when a player dies to e.g. remove stuff he was carrying.
- // INPUT:
- entity frag_inflictor;
- entity frag_attacker;
- entity frag_target; // same as self
- float frag_deathtype;
-
-MUTATOR_HOOKABLE(PlayerJump);
- // called when a player presses the jump key
- // INPUT, OUTPUT:
- float player_multijump;
- float player_jumpheight;
-
-MUTATOR_HOOKABLE(GiveFragsForKill);
- // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
- // INPUT:
- entity frag_attacker; // same as self
- entity frag_target;
- // INPUT, OUTPUT:
- float frag_score;
-
-MUTATOR_HOOKABLE(MatchEnd);
- // called when the match ends
-
-MUTATOR_HOOKABLE(GetTeamCount);
- // should adjust ret_float to contain the team count
- // INPUT, OUTPUT:
- float ret_float;
-
-MUTATOR_HOOKABLE(SpectateCopy);
- // copies variables for spectating "other" to "self"
- // INPUT:
- entity other;
-
-MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
- // returns 1 if throwing the current weapon shall not be allowed
-
-MUTATOR_HOOKABLE(WeaponRateFactor);
- // allows changing attack rate
- // INPUT, OUTPUT:
- float weapon_rate;
-
-MUTATOR_HOOKABLE(SetStartItems);
- // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
-
-MUTATOR_HOOKABLE(BuildMutatorsString);
- // appends ":mutatorname" to ret_string for logging
- // INPUT, OUTPUT:
- string ret_string;
-
-MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
- // appends ", Mutator name" to ret_string for display
- // INPUT, OUTPUT:
- string ret_string;
-
-MUTATOR_HOOKABLE(CustomizeWaypoint);
- // called every frame
- // customizes the waypoint for spectators
- // INPUT: self = waypoint, other = player, other.enemy = spectator
-
-MUTATOR_HOOKABLE(FilterItem);
- // 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)
- // return error to request removal
-
-MUTATOR_HOOKABLE(TurretSpawn);
- // return error to request removal
- // INPUT: self - turret
-
-MUTATOR_HOOKABLE(OnEntityPreSpawn);
- // return error to prevent entity spawn, or modify the entity
-
-MUTATOR_HOOKABLE(PlayerPreThink);
- // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
-
-MUTATOR_HOOKABLE(GetPressedKeys);
- // TODO change this into a general PlayerPostThink hook?
-
-MUTATOR_HOOKABLE(PlayerPhysics);
- // called before any player physics, may adjust variables for movement,
- // is run AFTER bot code and idle checking
-
-MUTATOR_HOOKABLE(GetCvars);
- // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
- // INPUT:
- float get_cvars_f;
- string get_cvars_s;
-
-MUTATOR_HOOKABLE(EditProjectile);
- // can edit any "just fired" projectile
- // INPUT:
- entity self;
- entity other;
-
-MUTATOR_HOOKABLE(MonsterSpawn);
- // called when a monster spawns
-
-MUTATOR_HOOKABLE(MonsterDies);
- // called when a monster dies
- // INPUT:
- entity frag_attacker;
-
-MUTATOR_HOOKABLE(MonsterRespawn);
- // called when a monster wants to respawn
- // INPUT:
- entity other;
-
-MUTATOR_HOOKABLE(MonsterDropItem);
- // called when a monster is dropping loot
- // INPUT, OUTPUT:
- .void() monster_loot;
- entity other;
-
-MUTATOR_HOOKABLE(MonsterMove);
- // called when a monster moves
- // returning TRUE makes the monster stop
- // INPUT:
- float monster_speed_run;
- float monster_speed_walk;
- entity monster_target;
-
-MUTATOR_HOOKABLE(MonsterFindTarget);
- // called when a monster looks for another target
-
-MUTATOR_HOOKABLE(MonsterCheckBossFlag);
- // called to change a random monster to a miniboss
-
-MUTATOR_HOOKABLE(AllowMobSpawning);
- // called when a player tries to spawn a monster
- // return 1 to prevent spawning
-
-MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
- // called when a player gets damaged to e.g. remove stuff he was carrying.
- // INPUT:
- entity frag_inflictor;
- entity frag_attacker;
- entity frag_target; // same as self
- vector damage_force; // NOTE: this force already HAS been applied
- // INPUT, OUTPUT:
- float damage_take;
- float damage_save;
-
-MUTATOR_HOOKABLE(PlayerDamage_Calculate);
- // called to adjust damage and force values which are applied to the player, used for e.g. 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).
- // INPUT:
- entity frag_attacker;
- entity frag_target;
- float frag_deathtype;
- // INPUT, OUTPUT:
- float frag_damage;
- float frag_mirrordamage;
- vector frag_force;
-
-MUTATOR_HOOKABLE(PlayerPowerups);
- // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
- // INPUT
- entity self;
- float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
-
-MUTATOR_HOOKABLE(PlayerRegen);
- // called every player think frame
- // return 1 to disable regen
- // INPUT, OUTPUT:
- float regen_mod_max;
- float regen_mod_regen;
- float regen_mod_rot;
- float regen_mod_limit;
-
-MUTATOR_HOOKABLE(PlayerUseKey);
- // called when the use key is pressed
- // if MUTATOR_RETURNVALUE is 1, don't do anything
- // return 1 if the use key actually did something
-
-MUTATOR_HOOKABLE(SV_ParseClientCommand);
- // called when a client command is parsed
- // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
- // NOTE: return 1 if you handled the command, return 0 to continue handling
- // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
- // INPUT
- string cmd_name; // command name
- float cmd_argc; // also, argv() can be used
- string cmd_string; // whole command, use only if you really have to
- /*
- // example:
- MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
- {
- if(MUTATOR_RETURNVALUE) // command was already handled?
- return 0;
- if(cmd_name == "echocvar" && cmd_argc >= 2)
- {
- print(cvar_string(argv(1)), "\n");
- return 1;
- }
- if(cmd_name == "echostring" && cmd_argc >= 2)
- {
- print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
- return 1;
- }
- return 0;
- }
- */
-
-MUTATOR_HOOKABLE(Spawn_Score);
- // called when a spawnpoint is being evaluated
- // return 1 to make the spawnpoint unusable
- // INPUT
- entity self; // player wanting to spawn
- entity spawn_spot; // spot to be evaluated
- // IN+OUT
- vector spawn_score; // _x is priority, _y is "distance"
-
-MUTATOR_HOOKABLE(SV_StartFrame);
- // runs globally each server frame
-
-MUTATOR_HOOKABLE(SetModname);
- // OUT
- string modname; // name of the mutator/mod if it warrants showing as such in the server browser
-
-MUTATOR_HOOKABLE(Item_Spawn);
- // called for each item being spawned on a map, including dropped weapons
- // return 1 to remove an item
- // INPUT
- entity self; // the item
-
-MUTATOR_HOOKABLE(SetWeaponreplace);
- // IN
- entity self; // map entity
- entity other; // weapon info
- // IN+OUT
- string ret_string;
-
-MUTATOR_HOOKABLE(Item_RespawnCountdown);
- // called when an item is about to respawn
- // INPUT+OUTPUT:
- string item_name;
- vector item_color;
-
-MUTATOR_HOOKABLE(BotShouldAttack);
- // called when a bot checks a target to attack
- // INPUT
- entity checkentity;
-
-MUTATOR_HOOKABLE(PortalTeleport);
- // called whenever a player goes through a portal gun teleport
- // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
- // INPUT
- entity self;
-
-MUTATOR_HOOKABLE(HelpMePing);
- // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
- // normally help me ping uses self.waypointsprite_attachedforcarrier,
- // but if your mutator uses something different then you can handle it
- // in a special manner using this hook
- // INPUT
- entity self; // the player who pressed impulse 33
-
-MUTATOR_HOOKABLE(VehicleSpawn);
- // called when a vehicle initializes
- // return TRUE to remove the vehicle
-
-MUTATOR_HOOKABLE(VehicleEnter);
- // called when a player enters a vehicle
- // allows mutators to set special settings in this event
- // INPUT
- entity vh_player; // player
- entity vh_vehicle; // vehicle
-
-MUTATOR_HOOKABLE(VehicleTouch);
- // called when a player touches a vehicle
- // return TRUE to stop player from entering the vehicle
- // INPUT
- entity self; // vehicle
- entity other; // player
-
-MUTATOR_HOOKABLE(VehicleExit);
- // called when a player exits a vehicle
- // allows mutators to set special settings in this event
- // INPUT
- entity vh_player; // player
- entity vh_vehicle; // vehicle
-
-MUTATOR_HOOKABLE(AbortSpeedrun);
- // called when a speedrun is aborted and the player is teleported back to start position
- // INPUT
- entity self; // player
-
-MUTATOR_HOOKABLE(ItemTouch);
- // called at when a item is touched. Called early, can edit item properties.
- entity self; // item
- entity other; // player
- #define MUT_ITEMTOUCH_CONTINUE 0 // return this flag to make the function continue as normal
- #define MUT_ITEMTOUCH_RETURN 1 // return this flag to make the function return (handled entirely by mutator)
- #define MUT_ITEMTOUCH_PICKUP 2 // return this flag to have the item "picked up" and taken even after mutator handled it
-
-MUTATOR_HOOKABLE(ClientConnect);
- // called at when a player connect
- entity self; // player
-
-MUTATOR_HOOKABLE(HavocBot_ChooseRole);
- entity self;
-
-MUTATOR_HOOKABLE(AccuracyTargetValid);
- // called when a target is checked for accuracy
- entity frag_attacker; // attacker
- entity frag_target; // target
- #define MUT_ACCADD_VALID 0 // return this flag to make the function continue if target is a client
- #define MUT_ACCADD_INVALID 1 // return this flag to make the function always continue
- #define MUT_ACCADD_INDIFFERENT 2 // return this flag to make the function always return