]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/base.qh
Code cleanups + keepaway powerups, this one might be questionable and might require...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / base.qh
index 9ed316ee1574a00bdbfe517894c6c2c259e86be6..b254dfe846eaa1ed6fc2d6cb5c3ac8729c0c661c 100644 (file)
@@ -51,10 +51,12 @@ MUTATOR_HOOKABLE(PlayerDies);
        // 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;
@@ -110,3 +112,30 @@ MUTATOR_HOOKABLE(GetCvars);
        // 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;