]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/events.qh
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / events.qh
index 52be590ba5972b8e8eb8b4139bbbe97b628f84a0..e867e049a398cb1b253638644c6836573094a6d4 100644 (file)
@@ -56,6 +56,43 @@ entity frag_target;
 int frag_deathtype;
 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
 
+/** called when a player dies to e.g. remove stuff he was carrying */
+#define EV_PlayHitsound(i, o) \
+    /**/ i(entity, frag_victim) \
+    /**/
+entity frag_victim;
+MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
+
+/** called when a weapon sound is about to be played, allows custom paths etc. */
+#define EV_WeaponSound(i, o) \
+    /**/ i(string, weapon_sound) \
+    /**/ i(string, weapon_sound_output) \
+    /**/ o(string, weapon_sound_output) \
+    /**/
+string weapon_sound;
+string weapon_sound_output;
+MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
+
+/** called when a weapon model is about to be set, allows custom paths etc. */
+#define EV_WeaponModel(i, o) \
+    /**/ i(string, weapon_model) \
+    /**/ i(string, weapon_model_output) \
+    /**/ o(string, weapon_model_output) \
+    /**/
+string weapon_model;
+string weapon_model_output;
+MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
+
+/** called when an item model is about to be set, allows custom paths etc. */
+#define EV_ItemModel(i, o) \
+    /**/ i(string, item_model) \
+    /**/ i(string, item_model_output) \
+    /**/ o(string, item_model_output) \
+    /**/
+string item_model;
+string item_model_output;
+MUTATOR_HOOKABLE(ItemModel, EV_ItemModel);
+
 /** called when a player presses the jump key */
 #define EV_PlayerJump(i, o) \
     /**/ i(float, player_multijump) \
@@ -95,6 +132,18 @@ MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
     /**/
 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
 
+/** called when formatting a chat message to replace fancy functions */
+#define EV_FormatMessage(i, o) \
+    /**/ i(string, format_escape) \
+    /**/ i(string, format_replacement) \
+    /**/ o(string, format_replacement) \
+    /**/ i(string, format_message) \
+    /**/
+string format_escape;
+string format_replacement;
+string format_message;
+MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
+
 /** returns 1 if throwing the current weapon shall not be allowed */
 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
 
@@ -135,6 +184,20 @@ MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
     /**/
 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
 
+/** return error to not attack */
+#define EV_TurretFire(i, o) \
+    /** turret */ i(entity, self) \
+    /**/
+MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
+
+/** return error to not attack */
+#define EV_Turret_CheckFire(i, o) \
+    /**/ i(bool, ret_bool) \
+    /**/ o(bool, ret_bool) \
+    /**/
+bool ret_bool;
+MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
+
 /** return error to prevent entity spawn, or modify the entity */
 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
 
@@ -175,6 +238,13 @@ MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
     /**/
 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
 
+/** called when a monster dies */
+#define EV_MonsterRemove(i, o) \
+    /**/ i(entity, rem_mon) \
+    /**/
+entity rem_mon; // avoiding ovewriting self & other
+MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove);
+
 /** called when a monster wants to respawn */
 #define EV_MonsterRespawn(i, o) \
     /**/ i(entity, other) \
@@ -238,6 +308,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor
  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
  */
 #define EV_PlayerDamage_Calculate(i, o) \
+    /**/ i(entity, frag_inflictor) \
     /**/ i(entity, frag_attacker) \
     /**/ i(entity, frag_target) \
     /**/ i(float, frag_deathtype) \
@@ -253,6 +324,18 @@ float frag_mirrordamage;
 vector frag_force;
 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
 
+/**
+ * Called when a player is damaged
+ */
+#define EV_PlayerDamaged(i, o) \
+    /** attacker */ i(entity, mutator_argv_entity_0) \
+    /** target */ i(entity, mutator_argv_entity_1) \
+    /** health */ i(int, mutator_argv_int_0) \
+    /** armor */ i(int, mutator_argv_int_1) \
+    /** location */ i(vector, mutator_argv_vector_0) \
+    /**/
+MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
+
 /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
 #define EV_PlayerPowerups(i, o) \
     /**/ i(entity, self) \
@@ -265,21 +348,17 @@ MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups);
  * called every player think frame
  * return 1 to disable regen
  */
-#define EV_PlayerRegen(i, o) \
-    /**/ i(float, regen_mod_max) \
-    /**/ o(float, regen_mod_max) \
-    /**/ i(float, regen_mod_regen) \
-    /**/ o(float, regen_mod_regen) \
-    /**/ i(float, regen_mod_rot) \
-    /**/ o(float, regen_mod_rot) \
-    /**/ i(float, regen_mod_limit) \
-    /**/ o(float, regen_mod_limit) \
-    /**/
 float regen_mod_max;
 float regen_mod_regen;
 float regen_mod_rot;
 float regen_mod_limit;
-MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen);
+float regen_health;
+float regen_health_linear;
+float regen_health_rot;
+float regen_health_rotlinear;
+float regen_health_stable;
+float regen_health_rotstable;
+MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
 
 /**
  * called when the use key is pressed
@@ -290,8 +369,8 @@ MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
 
 /**
  * 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: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
+ * NOTE: return true if you handled the command, return false to continue handling
  * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
  * // example:
  * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
@@ -321,6 +400,17 @@ int cmd_argc;
 string cmd_string;
 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
 
+/** please read EV_SV_ParseClientCommand description before using */
+#define EV_SV_ParseServerCommand(i, o) \
+    /** command name */ i(string, cmd_name) \
+    /** also, argv() can be used */ i(int, cmd_argc) \
+    /** whole command, use only if you really have to */ i(string, cmd_string) \
+    /**/
+//string cmd_name;
+//int cmd_argc;
+//string cmd_string;
+MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
+
 /**
  * called when a spawnpoint is being evaluated
  * return 1 to make the spawnpoint unusable
@@ -477,4 +567,71 @@ enum {
        MUT_ACCADD_INVALID, // return this flag to make the function always continue
        MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
 };
+
+/** Called when clearing the global parameters for a model */
+MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
+
+/** Called when getting the global parameters for a model */
+#define EV_GetModelParams(i, o) \
+    /** entity id */ i(string, checkmodel_input) \
+    /** entity id */ i(string, checkmodel_command) \
+    /**/
+string checkmodel_input, checkmodel_command;
+MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
+
+/** called when a bullet has hit a target */
+#define EV_FireBullet_Hit(i, o) \
+    /**/ i(entity, self) \
+    /**/ i(entity, bullet_hit) \
+    /**/ i(vector, bullet_startpos) \
+    /**/ i(vector, bullet_endpos) \
+    /**/ i(float, frag_damage) \
+    /**/ o(float, frag_damage) \
+    /**/
+entity bullet_hit;
+//vector bullet_hitloc; // the end pos matches the hit location, apparently
+vector bullet_startpos;
+vector bullet_endpos;
+//float frag_damage;
+MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
+
+#define EV_FixPlayermodel(i, o) \
+    /**/ i(string, ret_string) \
+    /**/ o(string, ret_string) \
+    /**/ i(int, ret_int) \
+    /**/ o(int, ret_int) \
+    /**/
+int ret_int;
+MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
+
+/** Return error to play frag remaining announcements */
+MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
+
+#define EV_GrappleHookThink(i, o) \
+    /**/ i(entity, self) \
+    /**/ i(int, hook_tarzan) \
+    /**/ o(int, hook_tarzan) \
+    /**/ i(entity, hook_pullentity) \
+    /**/ o(entity, hook_pullentity) \
+    /**/ i(float, hook_velmultiplier) \
+    /**/ o(float, hook_velmultiplier) \
+    /**/
+int hook_tarzan;
+entity hook_pullentity;
+float hook_velmultiplier;
+MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
+
+#define EV_BuffModel_Customize(i, o) \
+    /**/ i(entity, self) \
+    /**/ i(entity, buff_player) \
+    /**/
+entity buff_player;
+MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
+
+/** called at when a buff is touched. Called early, can edit buff properties. */
+#define EV_BuffTouch(i, o) \
+    /** item */ i(entity, self) \
+    /** player */ i(entity, other) \
+    /**/
+MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
 #endif