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 entity CallbackChain_New(string name);
7 float CallbackChain_Add(entity cb, float() func, float order)
8 float CallbackChain_Remove(entity cb, float() func);
9 // a callback function is like this:
10 // float mycallback(entity me)
15 float CallbackChain_Call(entity cb);
17 #define MUTATOR_REMOVING 0
18 #define MUTATOR_ADDING 1
19 typedef float(float) mutatorfunc_t;
20 float Mutator_Add(mutatorfunc_t func, string name);
21 void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
23 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
24 #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
25 #define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
26 #define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
27 #define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
28 #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)
29 #define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
30 #define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING)
32 #define MUTATOR_HOOKABLE(cb) entity HOOK_##cb
33 #define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
39 // register all possible hooks here
41 MUTATOR_HOOKABLE(MakePlayerObserver);
42 // called when a player becomes observer, after shared setup
44 MUTATOR_HOOKABLE(PlayerSpawn);
45 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
47 MUTATOR_HOOKABLE(ClientDisconnect);
48 // called when a player disconnects
50 MUTATOR_HOOKABLE(PlayerDies);
51 // called when a player dies to e.g. remove stuff he was carrying.
53 entity frag_inflictor;
55 entity frag_target; // same as self
57 MUTATOR_HOOKABLE(GiveFragsForKill);
58 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
60 entity frag_attacker; // same as self
65 MUTATOR_HOOKABLE(MatchEnd);
66 // called when the match ends
68 MUTATOR_HOOKABLE(GetTeamCount);
69 // should adjust ret_float to contain the team count
73 MUTATOR_HOOKABLE(SpectateCopy);
74 // copies variables for spectating "other" to "self"
78 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
79 // returns 1 if throwing the current weapon shall not be allowed
81 MUTATOR_HOOKABLE(SetStartItems);
82 // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
84 MUTATOR_HOOKABLE(BuildMutatorsString);
85 // appends ":mutatorname" to ret_string for logging
89 MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
90 // appends ", Mutator name" to ret_string for display
94 MUTATOR_HOOKABLE(FilterItem);
95 // 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)
96 // return error to request removal
98 MUTATOR_HOOKABLE(TurretSpawn);
99 // return error to request removal
100 // INPUT: self - turret
102 MUTATOR_HOOKABLE(OnEntityPreSpawn);
103 // return error to prevent entity spawn, or modify the entity
105 MUTATOR_HOOKABLE(PlayerPreThink);
106 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
108 MUTATOR_HOOKABLE(GetPressedKeys);
109 // TODO change this into a general PlayerPostThink hook?
111 MUTATOR_HOOKABLE(PlayerPhysics);
112 // called before any player physics, may adjust variables for movement,
113 // is run AFTER bot code and idle checking
115 MUTATOR_HOOKABLE(GetCvars);
116 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
121 MUTATOR_HOOKABLE(EditProjectile);
122 // can edit any "just fired" projectile
127 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
128 // called when a player gets damaged to e.g. remove stuff he was carrying.
130 entity frag_inflictor;
131 entity frag_attacker;
132 entity frag_target; // same as self
133 vector damage_force; // NOTE: this force already HAS been applied
138 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
139 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
140 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
142 entity frag_attacker;
144 float frag_deathtype;
149 MUTATOR_HOOKABLE(PlayerPowerups);
150 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
153 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P