#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);
#define MUTATOR_REMOVING 0
#define MUTATOR_ADDING 1
-float Mutator_Add(float(float) func);
-void Mutator_Remove(float(float) func); // calls error() on fail
+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)
-#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name)
+#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_HOOKABLE(cb) entity HOOK_##cb
#define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
+#define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
// called when a player becomes observer, after shared setup
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(ClientDisconnect);
// 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(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