X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fevents.qh;h=6ee9574d057ed13876ea96d22e8ac7bc1dd72f42;hp=bb845b8015785cd4bf7c679c83f9a1ff8a969003;hb=HEAD;hpb=317ec3eb27ada1c4668876e9499136125acb7984 diff --git a/qcsrc/common/mutators/events.qh b/qcsrc/common/mutators/events.qh index bb845b8015..6ee9574d05 100644 --- a/qcsrc/common/mutators/events.qh +++ b/qcsrc/common/mutators/events.qh @@ -1,10 +1,8 @@ -#ifndef COMMON_MUTATORS_EVENTS_H -#define COMMON_MUTATORS_EVENTS_H +#pragma once #define EV_NO_ARGS(i, o) #pragma noref 1 -string ret_string; #define MUTATOR_TYPES(_, x) \ _(x, bool) \ @@ -15,37 +13,110 @@ string ret_string; _(x, string) \ /**/ -#define MUTATOR_ARGV(x, type) MUTATOR_ARGV_##x##_##type -#define MUTATOR_NEWGLOBAL(x, type) type MUTATOR_ARGV(x, type); +// TODO: migrate to arrays some day when no other globals are used +#define M_ARGV(x, type) MUTATOR_ARGV_##x##_##type +#define MUTATOR_NEWGLOBAL(x, type) type MUTATOR_ARGV_##x##_##type; MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 0) MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 1) MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 2) +MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 3) +MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 4) +MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 5) +MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 6) +MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 7) +MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 8) +MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 9) +MUTATOR_TYPES(MUTATOR_NEWGLOBAL, 10) #undef MUTATOR_TYPES #undef MUTATOR_NEWGLOBAL #pragma noref 0 -/** appends ":mutatorname" to ret_string for logging */ +/** appends ":mutatorname" to argument for logging */ #define EV_BuildMutatorsString(i, o) \ - /**/ i(string, ret_string) \ - /**/ o(string, ret_string) \ + /** mutator string */ i(string, MUTATOR_ARGV_0_string) \ + /**/ o(string, MUTATOR_ARGV_0_string) \ /**/ MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString); /** appends ", Mutator name" to ret_string for display */ #define EV_BuildMutatorsPrettyString(i, o) \ - /**/ i(string, ret_string) \ - /**/ o(string, ret_string) \ + /** mutator string */ i(string, MUTATOR_ARGV_0_string) \ + /**/ o(string, MUTATOR_ARGV_0_string) \ /**/ MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString); /** appends mutator string for displaying extra gameplay tips */ #define EV_BuildGameplayTipsString(i, o) \ - /**/ i(string, ret_string) \ - /**/ o(string, ret_string) \ + /** tips string */ i(string, MUTATOR_ARGV_0_string) \ + /**/ o(string, MUTATOR_ARGV_0_string) \ /**/ MUTATOR_HOOKABLE(BuildGameplayTipsString, EV_BuildGameplayTipsString); -#endif +#define EV_IsFlying(i, o) \ + /**/ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(IsFlying, EV_IsFlying); + +#define EV_WP_Format(i, o) \ + /**/ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ i(string, MUTATOR_ARGV_1_string) \ + /**/ o(vector, MUTATOR_ARGV_2_vector) \ + /**/ o(string, MUTATOR_ARGV_3_string) \ + /**/ o(string, MUTATOR_ARGV_4_string) \ + /**/ +MUTATOR_HOOKABLE(WP_Format, EV_WP_Format); + +/** + * called before any player physics, may adjust variables for movement, + * is run AFTER bot code and idle checking on the server + */ +#define EV_PlayerPhysics(i, o) \ + /** player */ i(entity, MUTATOR_ARGV_0_entity) \ + /** ticrate*/ i(float, MUTATOR_ARGV_1_float) \ + /**/ +MUTATOR_HOOKABLE(PlayerPhysics, EV_PlayerPhysics); + +/** called when a player presses the jump key */ +#define EV_PlayerJump(i, o) \ + /** player */ i(entity, MUTATOR_ARGV_0_entity) \ + /** jump height */ i(float, MUTATOR_ARGV_1_float) \ + /**/ o(float, MUTATOR_ARGV_1_float) \ + /** multijump */ i(bool, MUTATOR_ARGV_2_bool) \ + /**/ o(bool, MUTATOR_ARGV_2_bool) \ + /**/ +MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump); + +/** called during player physics, allows adjusting the movement type used */ +#define EV_PM_Physics(i, o) \ + /** player */ i(entity, MUTATOR_ARGV_0_entity) \ + /** maxspeed_mod */ i(float, MUTATOR_ARGV_1_float) \ + /** tick rate */ i(float, MUTATOR_ARGV_2_float) \ + /**/ +MUTATOR_HOOKABLE(PM_Physics, EV_PM_Physics); + +/** called when a weapon sound is about to be played, allows custom paths etc. */ +#define EV_WeaponSound(i, o) \ + /** sound */ i(string, MUTATOR_ARGV_0_string) \ + /** output */ i(string, MUTATOR_ARGV_1_string) \ + /**/ o(string, MUTATOR_ARGV_1_string) \ + /**/ +MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound); + +/** called when a weapon model is about to be set, allows custom paths etc. */ +#define EV_WeaponModel(i, o) \ + /** model */ i(string, MUTATOR_ARGV_0_string) \ + /** output */ i(string, MUTATOR_ARGV_1_string) \ + /**/ o(string, MUTATOR_ARGV_1_string) \ + /**/ +MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel); + +/** decides whether a player can crouch or not */ +#define EV_PlayerCanCrouch(i, o) \ + /** player */ i(entity, MUTATOR_ARGV_0_entity) \ + /** do_crouch */ i(bool, MUTATOR_ARGV_1_bool) \ + /**/ o(bool, MUTATOR_ARGV_1_bool) \ + /**/ +MUTATOR_HOOKABLE(PlayerCanCrouch, EV_PlayerCanCrouch);