#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
// register all possible hooks here
+
MUTATOR_HOOKABLE(MakePlayerObserver);
-MUTATOR_HOOKABLE(MakePlayerSpectator);
+ // 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);
-MUTATOR_HOOKABLE(PlayerDies); entity other; entity frag_attacker;
-MUTATOR_HOOKABLE(GiveFragsForKill); entity frag_attacker, frag_target; float frag_score;
+ // 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
+
+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);
-MUTATOR_HOOKABLE(GetTeamCount); float ret_float;
-MUTATOR_HOOKABLE(SpectateCopy); entity other;
+ // 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(SetStartItems);
-MUTATOR_HOOKABLE(BuildMutatorsString); string ret_string;
-MUTATOR_HOOKABLE(BuildMutatorsPrettyString); string ret_string;
-MUTATOR_HOOKABLE(FilterItem); // return error to request removal, or change self.items or self.weapons
-MUTATOR_HOOKABLE(OnEntityPreSpawn); // return error to prevent entity spawn, or modify the entity
+ // adjusts {warmup_}start_{items,weapons,ammo_{cells,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(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(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 or runematch runes
+ // 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;
+ 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(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(SetWeaponreplace);
+ // IN
+ entity self; // map entity
+ entity other; // weapon info
+ // IN+OUT
+ string ret_string;
+
+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(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(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
+
+MUTATOR_HOOKABLE(ClientConnect);
+ // called at when a player connect
+ entity self; // player