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 float Mutator_Add(float(float) func);
20 void Mutator_Remove(float(float) func); // calls error() on fail
22 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name)
23 #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name)
24 #define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
25 #define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
26 #define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
27 #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)
28 #define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
29 #define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING)
31 #define MUTATOR_HOOKABLE(cb) entity HOOK_##cb
32 #define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
38 // register all possible hooks here
40 MUTATOR_HOOKABLE(MakePlayerObserver);
41 // called when a player becomes observer, after shared setup
43 MUTATOR_HOOKABLE(PlayerSpawn);
44 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
46 MUTATOR_HOOKABLE(ClientDisconnect);
47 // called when a player disconnects
49 MUTATOR_HOOKABLE(PlayerDies);
50 // called when a player dies to e.g. remove stuff he was carrying.
52 entity frag_inflictor;
54 entity frag_target; // same as self
56 MUTATOR_HOOKABLE(GiveFragsForKill);
57 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
59 entity frag_attacker; // same as self
64 MUTATOR_HOOKABLE(MatchEnd);
65 // called when the match ends
67 MUTATOR_HOOKABLE(GetTeamCount);
68 // should adjust ret_float to contain the team count
72 MUTATOR_HOOKABLE(SpectateCopy);
73 // copies variables for spectating "other" to "self"
77 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
78 // returns 1 if throwing the current weapon shall not be allowed
80 MUTATOR_HOOKABLE(SetStartItems);
81 // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
83 MUTATOR_HOOKABLE(BuildMutatorsString);
84 // appends ":mutatorname" to ret_string for logging
88 MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
89 // appends ", Mutator name" to ret_string for display
93 MUTATOR_HOOKABLE(FilterItem);
94 // 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)
95 // return error to request removal
97 MUTATOR_HOOKABLE(OnEntityPreSpawn);
98 // return error to prevent entity spawn, or modify the entity
100 MUTATOR_HOOKABLE(PlayerPreThink);
101 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
103 MUTATOR_HOOKABLE(GetPressedKeys);
104 // TODO change this into a general PlayerPostThink hook?
106 MUTATOR_HOOKABLE(PlayerPhysics);
107 // called before any player physics, may adjust variables for movement,
108 // is run AFTER bot code and idle checking
110 MUTATOR_HOOKABLE(GetCvars);
111 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
116 MUTATOR_HOOKABLE(EditProjectile);
117 // can edit any "just fired" projectile
122 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
123 // called when a player gets damaged to e.g. remove stuff he was carrying.
125 entity frag_inflictor;
126 entity frag_attacker;
127 entity frag_target; // same as self
128 vector damage_force; // NOTE: this force already HAS been applied
133 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
134 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
135 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
137 entity frag_attacker;
144 MUTATOR_HOOKABLE(PlayerPowerups);
145 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
148 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P