1 #ifndef COMMON_MUTATORS_EVENTS_H
2 #define COMMON_MUTATORS_EVENTS_H
4 #define EV_NO_ARGS(i, o)
9 #define MUTATOR_TYPES(_, x) \
18 // TODO: migrate to arrays some day when no other globals are used
19 #define M_ARGV(x, type) MUTATOR_ARGV_##x##_##type
20 #define MUTATOR_NEWGLOBAL(x, type) type MUTATOR_ARGV_##x##_##type;
22 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 0)
23 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 1)
24 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 2)
25 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 3)
26 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 4)
27 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 5)
28 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 6)
29 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 7)
30 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 8)
31 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 9)
32 MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 10)
35 #undef MUTATOR_NEWGLOBAL
39 /** appends ":mutatorname" to ret_string for logging */
40 #define EV_BuildMutatorsString(i, o) \
41 /**/ i(string, ret_string) \
42 /**/ o(string, ret_string) \
44 MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString);
46 /** appends ", Mutator name" to ret_string for display */
47 #define EV_BuildMutatorsPrettyString(i, o) \
48 /**/ i(string, ret_string) \
49 /**/ o(string, ret_string) \
51 MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString);
53 /** appends mutator string for displaying extra gameplay tips */
54 #define EV_BuildGameplayTipsString(i, o) \
55 /**/ i(string, ret_string) \
56 /**/ o(string, ret_string) \
58 MUTATOR_HOOKABLE(BuildGameplayTipsString, EV_BuildGameplayTipsString);
60 #define EV_IsFlying(i, o) \
61 /**/ i(entity, MUTATOR_ARGV_0_entity) \
63 MUTATOR_HOOKABLE(IsFlying, EV_IsFlying);
65 #define EV_WP_Format(i, o) \
66 /**/ i(entity, MUTATOR_ARGV_0_entity) \
67 /**/ i(string, MUTATOR_ARGV_1_string) \
68 /**/ o(vector, MUTATOR_ARGV_2_vector) \
69 /**/ o(string, MUTATOR_ARGV_3_string) \
71 MUTATOR_HOOKABLE(WP_Format, EV_WP_Format);
74 * called before any player physics, may adjust variables for movement,
75 * is run AFTER bot code and idle checking on the server
77 #define EV_PlayerPhysics(i, o) \
78 /**/ i(entity, __self) \
80 MUTATOR_HOOKABLE(PlayerPhysics, EV_PlayerPhysics);
82 /** called when a player presses the jump key */
83 #define EV_PlayerJump(i, o) \
84 /**/ i(entity, __self) \
85 /**/ i(float, player_multijump) \
86 /**/ i(float, player_jumpheight) \
87 /**/ o(float, player_multijump) \
88 /**/ o(float, player_jumpheight) \
90 float player_multijump;
91 float player_jumpheight;
92 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
94 /** called during player physics, allows adjusting the movement type used */
95 #define EV_PM_Physics(i, o) \
96 /**/ i(entity, __self) \
97 /**/ i(float, pm_maxspeed_mod) \
99 float pm_maxspeed_mod;
100 MUTATOR_HOOKABLE(PM_Physics, EV_PM_Physics);
102 /** called when a weapon model is about to be set, allows custom paths etc. */
103 #define EV_WeaponModel(i, o) \
104 /**/ i(string, weapon_model) \
105 /**/ i(string, weapon_model_output) \
106 /**/ o(string, weapon_model_output) \
109 string weapon_model_output;
110 MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);