X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fbase.qh;h=2a9a48adba70d76f669f29f5646b34861d917935;hb=6213aa0e9f5b5a9fcbc95062ae081788dd29d68e;hp=8c389591911da99f6fdab4497a0079a521278294;hpb=845401fd312c66c059aaee1772ac5d79555ab4fc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index 8c3895919..2a9a48adb 100644 --- a/qcsrc/server/mutators/base.qh +++ b/qcsrc/server/mutators/base.qh @@ -1,184 +1,281 @@ -const float CBC_ORDER_EXCLUSIVE = 3; -const float CBC_ORDER_FIRST = 1; -const float CBC_ORDER_LAST = 2; -const float CBC_ORDER_ANY = 4; +#ifndef MUTATORS_BASE_H +#define MUTATORS_BASE_H +const int CBC_ORDER_FIRST = 1; +const int CBC_ORDER_LAST = 2; +const int CBC_ORDER_EXCLUSIVE = 3; +const int CBC_ORDER_ANY = 4; -float CallbackChain_ReturnValue; // read-only field of the current return value +bool 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); +bool CallbackChain_Add(entity cb, bool() func, int order); +int CallbackChain_Remove(entity cb, bool() func); // a callback function is like this: -// float mycallback(entity me) +// bool mycallback(entity me) // { // do something -// return r; +// return false; // } -float CallbackChain_Call(entity cb); - -const float MUTATOR_REMOVING = 0; -const float MUTATOR_ADDING = 1; -const float MUTATOR_ROLLING_BACK = 2; -typedef float(float) mutatorfunc_t; -float Mutator_Add(mutatorfunc_t func, string name); +bool CallbackChain_Call(entity cb); + +enum { + MUTATOR_REMOVING, + MUTATOR_ADDING, + MUTATOR_ROLLING_BACK +}; +typedef bool(int) mutatorfunc_t; +bool 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_DEFINITION(name) bool MUTATOR_##name(int mode) +#define MUTATOR_DECLARATION(name) bool MUTATOR_##name(int mode) +#define MUTATOR_HOOKFUNCTION(name) bool HOOKFUNCTION_##name() +#define MUTATOR_HOOK(cb, func, order) do { \ + MUTATOR_ONADD { \ + if (!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb); \ + if (!CallbackChain_Add(HOOK_##cb, HOOKFUNCTION_##func, order)) { \ + print("HOOK FAILED: ", #func, "\n"); \ + return true; \ + } \ + } \ + MUTATOR_ONROLLBACK_OR_REMOVE { \ + 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(id, ...) entity HOOK_##id; bool __Mutator_Send_##id(__VA_ARGS__) +#define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__) #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue +#define HANDLE_NOP(type, id) +#define HANDLE_PARAMS(type, id) , type in_##id +#define HANDLE_PREPARE(type, id) id = in_##id; +#define HANDLE_PUSHTMP(type, id) type tmp_##id = id; +#define HANDLE_PUSHOUT(type, id) type out_##id = id; +#define HANDLE_POPTMP(type, id) id = tmp_##id; +#define HANDLE_POPOUT(type, id) id = out_##id; +#define MUTATOR_HOOKABLE(id, params) \ + _MUTATOR_HOOKABLE(id, int params(HANDLE_PARAMS, HANDLE_NOP)) { \ + params(HANDLE_PUSHTMP, HANDLE_NOP) \ + params(HANDLE_PREPARE, HANDLE_NOP) \ + bool ret = CallbackChain_Call(HOOK_##id); \ + params(HANDLE_NOP, HANDLE_PUSHOUT) \ + params(HANDLE_POPTMP, HANDLE_NOP) \ + params(HANDLE_NOP, HANDLE_POPOUT) \ + return ret; \ + } -// 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); +// register all possible hooks here +// some parameters are commented to avoid duplicate declarations + +#define EV_NO_ARGS(i, o) + +/** called when a player becomes observer, after shared setup */ +#define EV_MakePlayerObserver(i, o) \ + /**/ +MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver) + +/** */ +#define EV_PutClientInServer(i, o) \ + /** client wanting to spawn */ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer); + +/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */ +#define EV_PlayerSpawn(i, o) \ + /** spot that was used, or world */ i(entity, spawn_spot) \ + /**/ +entity spawn_spot; +MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn); + +/** called in reset_map */ +#define EV_reset_map_global(i, o) \ + /**/ +MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global); + +/** called in reset_map */ +#define EV_reset_map_players(i, o) \ + /**/ +MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players); + +/** returns 1 if clearing player score shall not be allowed */ +#define EV_ForbidPlayerScore_Clear(i, o) \ + /**/ +MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear); + +/** called when a player disconnects */ +#define EV_ClientDisconnect(i, o) \ + /**/ +MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect); + +/** called when a player dies to e.g. remove stuff he was carrying. */ +#define EV_PlayerDies(i, o) \ + /**/ i(entity, frag_inflictor) \ + /**/ i(entity, frag_attacker) \ + /** same as self */ i(entity, frag_target) \ + /**/ i(int, frag_deathtype) \ + /**/ +entity frag_inflictor; +entity frag_attacker; +entity frag_target; +int frag_deathtype; +MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies); + +/** called when a player presses the jump key */ +#define EV_PlayerJump(i, o) \ + /**/ i(float, player_multijump) \ + /**/ i(float, player_jumpheight) \ + /**/ o(float, player_multijump) \ + /**/ o(float, player_jumpheight) \ + /**/ +float player_multijump; +float player_jumpheight; +MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump); + +/** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */ +#define EV_GiveFragsForKill(i, o) \ + /** same as self */ i(entity, frag_attacker) \ + /**/ i(entity, frag_target) \ + /**/ i(float, frag_score) \ + /**/ o(float, frag_score) \ + /**/ +float frag_score; +MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill); + +/** called when the match ends */ +MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS); + +/** should adjust ret_float to contain the team count */ +#define EV_GetTeamCount(i, o) \ + /**/ i(float, ret_float) \ + /**/ o(float, ret_float) \ + /**/ +float ret_float; +MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount); + +/** copies variables for spectating "other" to "self" */ +#define EV_SpectateCopy(i, o) \ + /**/ i(entity, other) \ + /**/ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy); + +/** returns 1 if throwing the current weapon shall not be allowed */ +MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS); + +/** allows changing attack rate */ +#define EV_WeaponRateFactor(i, o) \ + /**/ i(float, weapon_rate) \ + /**/ o(float, weapon_rate) \ + /**/ +float weapon_rate; +MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor); + +/** allows changing weapon speed (projectiles mostly) */ +#define EV_WeaponSpeedFactor(i, o) \ + /**/ i(float, ret_float) \ + /**/ o(float, ret_float) \ + /**/ +MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor); + +/** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */ +MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS); + +/** appends ":mutatorname" to ret_string for logging */ +#define EV_BuildMutatorsString(i, o) \ + /**/ i(string, ret_string) \ + /**/ o(string, ret_string) \ + /**/ +string ret_string; +MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString); + +/** appends ", Mutator name" to ret_string for display */ +#define EV_BuildMutatorsPrettyString(i, o) \ + /**/ i(string, ret_string) \ + /**/ o(string, ret_string) \ + /**/ +MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString); + +/** called every frame. customizes the waypoint for spectators */ +#define EV_CustomizeWaypoint(i, o) \ + /** waypoint */ i(entity, self) \ + /** player; other.enemy = spectator */ i(entity, other) \ + /**/ +MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint); + +/** + * 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(FilterItem, EV_NO_ARGS); + +/** return error to request removal */ +#define EV_TurretSpawn(i, o) \ + /** turret */ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn); + +/** return error to prevent entity spawn, or modify the entity */ +MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS); + +/** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */ +MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS); + +/** TODO change this into a general PlayerPostThink hook? */ +MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS); + +/** + * called before any player physics, may adjust variables for movement, + * is run AFTER bot code and idle checking + */ +MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS); + +/** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */ +#define EV_GetCvars(i, o) \ + /**/ i(float, get_cvars_f) \ + /**/ i(string, get_cvars_s) \ + /**/ +float get_cvars_f; +string get_cvars_s; +MUTATOR_HOOKABLE(GetCvars, EV_GetCvars); + +/** can edit any "just fired" projectile */ +#define EV_EditProjectile(i, o) \ + /**/ i(entity, self) \ + /**/ i(entity, other) \ + /**/ +MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile); + +/** called when a monster spawns */ +MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS); + +/** called when a monster dies */ +#define EV_MonsterDies(i, o) \ + /**/ i(entity, frag_attacker) \ + /**/ +MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies); + +MUTATOR_HOOKABLE(MonsterRespawn, EV_NO_ARGS); // called when a monster wants to respawn // INPUT: - entity other; +// entity other; -MUTATOR_HOOKABLE(MonsterDropItem); +MUTATOR_HOOKABLE(MonsterDropItem, EV_NO_ARGS); // called when a monster is dropping loot // INPUT, OUTPUT: .void() monster_loot; - entity other; +// entity other; -MUTATOR_HOOKABLE(MonsterMove); +MUTATOR_HOOKABLE(MonsterMove, EV_NO_ARGS); // called when a monster moves // returning true makes the monster stop // INPUT: @@ -186,46 +283,46 @@ MUTATOR_HOOKABLE(MonsterMove); float monster_speed_walk; entity monster_target; -MUTATOR_HOOKABLE(MonsterFindTarget); +MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS); // called when a monster looks for another target -MUTATOR_HOOKABLE(MonsterCheckBossFlag); +MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS); // called to change a random monster to a miniboss -MUTATOR_HOOKABLE(AllowMobSpawning); +MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS); // called when a player tries to spawn a monster // return 1 to prevent spawning -MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor); +MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_NO_ARGS); // 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 +// 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); +MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_NO_ARGS); // 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; +// entity frag_attacker; +// entity frag_target; +// float frag_deathtype; // INPUT, OUTPUT: float frag_damage; float frag_mirrordamage; vector frag_force; -MUTATOR_HOOKABLE(PlayerPowerups); +MUTATOR_HOOKABLE(PlayerPowerups, EV_NO_ARGS); // 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 +// entity self; + int olditems; // also technically output, but since it is at the end of the function it's useless for that :P -MUTATOR_HOOKABLE(PlayerRegen); +MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS); // called every player think frame // return 1 to disable regen // INPUT, OUTPUT: @@ -234,19 +331,19 @@ MUTATOR_HOOKABLE(PlayerRegen); float regen_mod_rot; float regen_mod_limit; -MUTATOR_HOOKABLE(PlayerUseKey); +MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS); // 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); +MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_NO_ARGS); // 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 + int cmd_argc; // also, argv() can be used string cmd_string; // whole command, use only if you really have to /* // example: @@ -268,109 +365,114 @@ MUTATOR_HOOKABLE(SV_ParseClientCommand); } */ -MUTATOR_HOOKABLE(Spawn_Score); +MUTATOR_HOOKABLE(Spawn_Score, EV_NO_ARGS); // 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 +// 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); +MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS); // runs globally each server frame -MUTATOR_HOOKABLE(SetModname); +MUTATOR_HOOKABLE(SetModname, EV_NO_ARGS); // OUT - string modname; // name of the mutator/mod if it warrants showing as such in the server browser +// string modname; // name of the mutator/mod if it warrants showing as such in the server browser -MUTATOR_HOOKABLE(Item_Spawn); +MUTATOR_HOOKABLE(Item_Spawn, EV_NO_ARGS); // called for each item being spawned on a map, including dropped weapons // return 1 to remove an item // INPUT - entity self; // the item +// entity self; // the item -MUTATOR_HOOKABLE(SetWeaponreplace); +MUTATOR_HOOKABLE(SetWeaponreplace, EV_NO_ARGS); // IN - entity self; // map entity - entity other; // weapon info +// entity self; // map entity +// entity other; // weapon info // IN+OUT - string ret_string; +// string ret_string; -MUTATOR_HOOKABLE(Item_RespawnCountdown); +MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_NO_ARGS); // called when an item is about to respawn // INPUT+OUTPUT: string item_name; vector item_color; -MUTATOR_HOOKABLE(BotShouldAttack); +MUTATOR_HOOKABLE(BotShouldAttack, EV_NO_ARGS); // called when a bot checks a target to attack // INPUT entity checkentity; -MUTATOR_HOOKABLE(PortalTeleport); +MUTATOR_HOOKABLE(PortalTeleport, EV_NO_ARGS); // 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; +// entity self; -MUTATOR_HOOKABLE(HelpMePing); +MUTATOR_HOOKABLE(HelpMePing, EV_NO_ARGS); // 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 +// entity self; // the player who pressed impulse 33 -MUTATOR_HOOKABLE(VehicleSpawn); +MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS); // called when a vehicle initializes // return true to remove the vehicle -MUTATOR_HOOKABLE(VehicleEnter); +MUTATOR_HOOKABLE(VehicleEnter, EV_NO_ARGS); // 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); +MUTATOR_HOOKABLE(VehicleTouch, EV_NO_ARGS); // called when a player touches a vehicle // return true to stop player from entering the vehicle // INPUT - entity self; // vehicle - entity other; // player +// entity self; // vehicle +// entity other; // player -MUTATOR_HOOKABLE(VehicleExit); +MUTATOR_HOOKABLE(VehicleExit, EV_NO_ARGS); // 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 +// entity vh_player; // player +// entity vh_vehicle; // vehicle -MUTATOR_HOOKABLE(AbortSpeedrun); +MUTATOR_HOOKABLE(AbortSpeedrun, EV_NO_ARGS); // called when a speedrun is aborted and the player is teleported back to start position // INPUT - entity self; // player +// entity self; // player -MUTATOR_HOOKABLE(ItemTouch); +MUTATOR_HOOKABLE(ItemTouch, EV_NO_ARGS); // called at when a item is touched. Called early, can edit item properties. - entity self; // item - entity other; // player - const float MUT_ITEMTOUCH_CONTINUE = 0; // return this flag to make the function continue as normal - const float MUT_ITEMTOUCH_RETURN = 1; // return this flag to make the function return (handled entirely by mutator) - const float MUT_ITEMTOUCH_PICKUP = 2; // return this flag to have the item "picked up" and taken even after mutator handled it - -MUTATOR_HOOKABLE(ClientConnect); +// entity self; // item +// entity other; // player +enum { + MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal + MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator) + MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it +}; + +MUTATOR_HOOKABLE(ClientConnect, EV_NO_ARGS); // called at when a player connect - entity self; // player +// entity self; // player -MUTATOR_HOOKABLE(HavocBot_ChooseRole); - entity self; +MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_NO_ARGS); +// entity self; -MUTATOR_HOOKABLE(AccuracyTargetValid); +MUTATOR_HOOKABLE(AccuracyTargetValid, EV_NO_ARGS); // called when a target is checked for accuracy - entity frag_attacker; // attacker - entity frag_target; // target - const float MUT_ACCADD_VALID = 0; // return this flag to make the function continue if target is a client - const float MUT_ACCADD_INVALID = 1; // return this flag to make the function always continue - const float MUT_ACCADD_INDIFFERENT = 2; // return this flag to make the function always return +// entity frag_attacker; // attacker +// entity frag_target; // target +enum { + MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client + MUT_ACCADD_INVALID, // return this flag to make the function always continue + MUT_ACCADD_INDIFFERENT // return this flag to make the function always return +}; +#endif