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 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); 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 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name) #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #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 || 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) #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue // register all possible hooks here MUTATOR_HOOKABLE(MakePlayerObserver); // called when a player becomes observer, after shared setup MUTATOR_HOOKABLE(PutClientInServer); entity self; // client wanting to spawn MUTATOR_HOOKABLE(PlayerSpawn); entity spawn_spot; // spot that was used, or world // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) MUTATOR_HOOKABLE(reset_map_global); // called in reset_map MUTATOR_HOOKABLE(reset_map_players); // called in reset_map MUTATOR_HOOKABLE(ForbidPlayerScore_Clear); // returns 1 if clearing player score shall not be allowed 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 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 // 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(WeaponRateFactor); // allows changing attack rate // INPUT, OUTPUT: float weapon_rate; MUTATOR_HOOKABLE(SetStartItems); // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,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(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) // return error to request removal MUTATOR_HOOKABLE(TurretSpawn); // return error to request removal // INPUT: self - turret 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(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 // 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: 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 // 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; float frag_deathtype; // INPUT, OUTPUT: float frag_damage; float frag_mirrordamage; vector frag_force; 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 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 // if MUTATOR_RETURNVALUE is 1, don't do anything // return 1 if the use key actually did something MUTATOR_HOOKABLE(SV_ParseClientCommand); // called when a client command is parsed // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0; // NOTE: return 1 if you handled the command, return 0 to continue handling // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize() // INPUT string cmd_name; // command name float cmd_argc; // also, argv() can be used string cmd_string; // whole command, use only if you really have to /* // example: MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand) { if(MUTATOR_RETURNVALUE) // command was already handled? return 0; if(cmd_name == "echocvar" && cmd_argc >= 2) { print(cvar_string(argv(1)), "\n"); return 1; } if(cmd_name == "echostring" && cmd_argc >= 2) { print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return 1; } return 0; } */ MUTATOR_HOOKABLE(Spawn_Score); // called when a spawnpoint is being evaluated // return 1 to make the spawnpoint unusable // INPUT entity self; // player wanting to spawn entity spawn_spot; // spot to be evaluated // IN+OUT vector spawn_score; // _x is priority, _y is "distance" MUTATOR_HOOKABLE(SV_StartFrame); // runs globally each server frame 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 entity self; // map entity 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 // 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, // but if your mutator uses something different then you can handle it // 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 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 // 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 entity self; // player MUTATOR_HOOKABLE(ItemTouch); // called at when a item is touched. Called early, can edit item properties. entity self; // item entity other; // player 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_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