X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fbase.qh;h=8c389591911da99f6fdab4497a0079a521278294;hb=845401fd312c66c059aaee1772ac5d79555ab4fc;hp=95d85d793963181309ad6e63f182106c055717cb;hpb=dc891780036706390bcaa27975dcb71e499deeae;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index 95d85d793..8c3895919 100644 --- a/qcsrc/server/mutators/base.qh +++ b/qcsrc/server/mutators/base.qh @@ -1,7 +1,7 @@ -#define CBC_ORDER_EXCLUSIVE 3 -#define CBC_ORDER_FIRST 1 -#define CBC_ORDER_LAST 2 -#define CBC_ORDER_ANY 4 +const float CBC_ORDER_EXCLUSIVE = 3; +const float CBC_ORDER_FIRST = 1; +const float CBC_ORDER_LAST = 2; +const float CBC_ORDER_ANY = 4; float CallbackChain_ReturnValue; // read-only field of the current return value @@ -16,9 +16,9 @@ float CallbackChain_Remove(entity cb, float() func); // } float CallbackChain_Call(entity cb); -#define MUTATOR_REMOVING 0 -#define MUTATOR_ADDING 1 -#define MUTATOR_ROLLING_BACK 2 +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); void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail @@ -158,37 +158,37 @@ MUTATOR_HOOKABLE(EditProjectile); // 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); // called when a monster wants to respawn // INPUT: entity other; - + MUTATOR_HOOKABLE(MonsterDropItem); // called when a monster is dropping loot // INPUT, OUTPUT: .void() monster_loot; entity other; - + MUTATOR_HOOKABLE(MonsterMove); // called when a monster moves - // returning TRUE makes the monster stop + // returning true makes the monster stop // INPUT: float monster_speed_run; float monster_speed_walk; entity monster_target; - + MUTATOR_HOOKABLE(MonsterFindTarget); // called when a monster looks for another target - + MUTATOR_HOOKABLE(MonsterCheckBossFlag); // called to change a random monster to a miniboss @@ -324,7 +324,7 @@ MUTATOR_HOOKABLE(HelpMePing); MUTATOR_HOOKABLE(VehicleSpawn); // called when a vehicle initializes - // return TRUE to remove the vehicle + // return true to remove the vehicle MUTATOR_HOOKABLE(VehicleEnter); // called when a player enters a vehicle @@ -335,7 +335,7 @@ MUTATOR_HOOKABLE(VehicleEnter); MUTATOR_HOOKABLE(VehicleTouch); // called when a player touches a vehicle - // return TRUE to stop player from entering the vehicle + // return true to stop player from entering the vehicle // INPUT entity self; // vehicle entity other; // player @@ -356,9 +356,9 @@ MUTATOR_HOOKABLE(ItemTouch); // called at when a item is touched. Called early, can edit item properties. entity self; // item entity other; // player - #define MUT_ITEMTOUCH_CONTINUE 0 // return this flag to make the function continue as normal - #define MUT_ITEMTOUCH_RETURN 1 // return this flag to make the function return (handled entirely by mutator) - #define MUT_ITEMTOUCH_PICKUP 2 // return this flag to have the item "picked up" and taken even after mutator handled it + 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); // called at when a player connect @@ -371,6 +371,6 @@ MUTATOR_HOOKABLE(AccuracyTargetValid); // called when a target is checked for accuracy entity frag_attacker; // attacker entity frag_target; // target - #define MUT_ACCADD_VALID 0 // return this flag to make the function continue if target is a client - #define MUT_ACCADD_INVALID 1 // return this flag to make the function always continue - #define MUT_ACCADD_INDIFFERENT 2 // return this flag to make the function always return + 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