X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fbase.qh;h=98a44944dd7d7c84c3c4c0a478e97b14c02203d8;hb=290e3daadcf7e98417da9cd9e762f53634e01f38;hp=04b725fad6a94952bef23167f86cf612041e50e8;hpb=3ab36e44c46afcf0c3037140ee283277adce4c0c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index 04b725fad6..98a44944dd 100644 --- a/qcsrc/server/mutators/base.qh +++ b/qcsrc/server/mutators/base.qh @@ -6,7 +6,7 @@ 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_Add(entity cb, float() func, float order); float CallbackChain_Remove(entity cb, float() func); // a callback function is like this: // float mycallback(entity me) @@ -18,6 +18,7 @@ float CallbackChain_Call(entity cb); #define MUTATOR_REMOVING 0 #define MUTATOR_ADDING 1 +#define 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 @@ -27,9 +28,10 @@ void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail #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) { if(HOOK_##cb) CallbackChain_Remove(HOOK_##cb,HOOKFUNCTION_##func); } } while(0) +#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) @@ -70,6 +72,11 @@ 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; MUTATOR_HOOKABLE(GiveFragsForKill); // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill @@ -107,6 +114,11 @@ 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) @@ -153,7 +165,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor); 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 + // 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; @@ -161,6 +173,7 @@ MUTATOR_HOOKABLE(PlayerDamage_Calculate); float frag_deathtype; // INPUT, OUTPUT: float frag_damage; + float frag_mirrordamage; vector frag_force; MUTATOR_HOOKABLE(PlayerPowerups); @@ -218,6 +231,12 @@ 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 + // INPUT + entity self; // the item MUTATOR_HOOKABLE(SetWeaponreplace); // IN @@ -225,6 +244,17 @@ 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 + entity checkentity; MUTATOR_HOOKABLE(PortalTeleport); // called whenever a player goes through a portal gun teleport @@ -240,6 +270,10 @@ MUTATOR_HOOKABLE(HelpMePing); // INPUT entity self; // the player who pressed impulse 33 +MUTATOR_HOOKABLE(VehicleSpawn); + // called when a vehicle initializes + // 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 @@ -247,6 +281,13 @@ MUTATOR_HOOKABLE(VehicleEnter); 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 + // 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 @@ -263,6 +304,9 @@ 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 MUTATOR_HOOKABLE(ClientConnect); // called at when a player connect