X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fbase.qh;h=8c389591911da99f6fdab4497a0079a521278294;hb=845401fd312c66c059aaee1772ac5d79555ab4fc;hp=bd70e7ccea62d26179da3d4b7a9efd7aa5e79d1f;hpb=c150edd2f1cd7f4667d9596a0a52295a993291a8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index bd70e7cce..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 @@ -72,11 +72,12 @@ MUTATOR_HOOKABLE(PlayerDies); 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 @@ -102,8 +103,13 @@ MUTATOR_HOOKABLE(SpectateCopy); 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,rockets,nails,shells,fuel}} + // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} MUTATOR_HOOKABLE(BuildMutatorsString); // appends ":mutatorname" to ret_string for logging @@ -114,7 +120,7 @@ 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 @@ -127,7 +133,7 @@ MUTATOR_HOOKABLE(FilterItem); MUTATOR_HOOKABLE(TurretSpawn); // return error to request removal // INPUT: self - turret - + MUTATOR_HOOKABLE(OnEntityPreSpawn); // return error to prevent entity spawn, or modify the entity @@ -152,40 +158,44 @@ 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 +MUTATOR_HOOKABLE(AllowMobSpawning); + // called when a player tries to spawn a monster + // return 1 to prevent spawning + MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor); // called when a player gets damaged to e.g. remove stuff he was carrying. // INPUT: @@ -196,7 +206,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor); // 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 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage). @@ -213,7 +223,16 @@ 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 + float olditems; // also technically output, but since it is at the end of the function it's useless for that :P + +MUTATOR_HOOKABLE(PlayerRegen); + // called every player think frame + // return 1 to disable regen + // INPUT, OUTPUT: + float regen_mod_max; + float regen_mod_regen; + float regen_mod_rot; + float regen_mod_limit; MUTATOR_HOOKABLE(PlayerUseKey); // called when the use key is pressed @@ -264,7 +283,7 @@ MUTATOR_HOOKABLE(SV_StartFrame); MUTATOR_HOOKABLE(SetModname); // OUT string modname; // name of the mutator/mod if it warrants showing as such in the server browser - + MUTATOR_HOOKABLE(Item_Spawn); // called for each item being spawned on a map, including dropped weapons // return 1 to remove an item @@ -277,13 +296,13 @@ MUTATOR_HOOKABLE(SetWeaponreplace); entity other; // weapon info // IN+OUT string ret_string; - + MUTATOR_HOOKABLE(Item_RespawnCountdown); // called when an item is about to respawn // INPUT+OUTPUT: string item_name; vector item_color; - + MUTATOR_HOOKABLE(BotShouldAttack); // called when a bot checks a target to attack // INPUT @@ -294,7 +313,7 @@ MUTATOR_HOOKABLE(PortalTeleport); // 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, @@ -302,32 +321,32 @@ MUTATOR_HOOKABLE(HelpMePing); // in a special manner using this hook // INPUT entity self; // the player who pressed impulse 33 - + 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 // allows mutators to set special settings in this event // INPUT entity vh_player; // player entity vh_vehicle; // vehicle - + 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 - + 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 @@ -337,13 +356,21 @@ 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 entity self; // player -MUTATOR_HOOKABLE(HavocBot_ChooseRule); +MUTATOR_HOOKABLE(HavocBot_ChooseRole); entity self; + +MUTATOR_HOOKABLE(AccuracyTargetValid); + // 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