#define CBC_ORDER_EXCLUSIVE 3 #define CBC_ORDER_FIRST 1 #define CBC_ORDER_LAST 2 #define CBC_ORDER_ANY 4 entity CallbackChain_New(string name); 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) // { // do something // return r; // } float CallbackChain_Call(entity cb); #define MUTATOR_REMOVING 0 #define MUTATOR_ADDING 1 float Mutator_Add(float(float) func); void Mutator_Remove(float(float) func); // calls error() on fail #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name) #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##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_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_ONADD if(mode == MUTATOR_ADDING) #define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING) #define MUTATOR_HOOKABLE(cb) entity HOOK_##cb #define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb) // register all possible hooks here MUTATOR_HOOKABLE(MakePlayerObserver); // called when a player becomes observer, after shared setup MUTATOR_HOOKABLE(PlayerSpawn); // 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); // 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); // 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); // 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(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; // INPUT, OUTPUT: float frag_damage; vector frag_force;