X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fbase.qh;h=0d2d7c96a64d48e1e53daa4dfb6b3c8b14a0d88d;hp=75b71219f80dffc34a38b85f3f236d0107721fc9;hb=02c69da4fd008a0291ebdd8b88129f86b3108e74;hpb=264bfe3c675e13957c0188c75276af431f8a433f diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index 75b71219f..0d2d7c96a 100644 --- a/qcsrc/server/mutators/base.qh +++ b/qcsrc/server/mutators/base.qh @@ -73,6 +73,11 @@ MUTATOR_HOOKABLE(PlayerDies); 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; + MUTATOR_HOOKABLE(GiveFragsForKill); // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill // INPUT: @@ -109,7 +114,7 @@ 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 @@ -122,17 +127,7 @@ MUTATOR_HOOKABLE(FilterItem); MUTATOR_HOOKABLE(TurretSpawn); // return error to request removal // INPUT: self - turret - -MUTATOR_HOOKABLE(TurretDies); - // called when a turret dies - -MUTATOR_HOOKABLE(TurretValidateTarget); - // return target score - // INPUT: - entity turret_target; - entity turret; - float turret_flags; - + MUTATOR_HOOKABLE(OnEntityPreSpawn); // return error to prevent entity spawn, or modify the entity @@ -174,8 +169,8 @@ MUTATOR_HOOKABLE(MonsterRespawn); MUTATOR_HOOKABLE(MonsterDropItem); // called when a monster is dropping loot // INPUT, OUTPUT: - string monster_dropitem; - string monster_dropsize; + .void() monster_loot; + entity other; MUTATOR_HOOKABLE(MonsterMove); // called when a monster moves @@ -191,6 +186,10 @@ MUTATOR_HOOKABLE(MonsterFindTarget); 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: @@ -201,7 +200,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor); // 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). @@ -218,7 +217,11 @@ 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 + 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 MUTATOR_HOOKABLE(PlayerUseKey); // called when the use key is pressed @@ -269,7 +272,7 @@ MUTATOR_HOOKABLE(SV_StartFrame); 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 @@ -282,13 +285,13 @@ MUTATOR_HOOKABLE(SetWeaponreplace); 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 @@ -299,7 +302,7 @@ MUTATOR_HOOKABLE(PortalTeleport); // 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, @@ -307,32 +310,32 @@ MUTATOR_HOOKABLE(HelpMePing); // 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 @@ -352,3 +355,11 @@ MUTATOR_HOOKABLE(ClientConnect); MUTATOR_HOOKABLE(HavocBot_ChooseRule); entity self; + +MUTATOR_HOOKABLE(AccuracyTargetValid); + // called when a target is checked for accuracy + entity frag_attacker; // attacker + entity frag_target; // target + #define MUT_ACCADD_VALID 0 // return this flag to make the function continue if target is a client + #define MUT_ACCADD_INVALID 1 // return this flag to make the function always continue + #define MUT_ACCADD_INDIFFERENT 2 // return this flag to make the function always return