X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fbase.qh;h=d7102cb81a62bc5f7080fac41c283b89a1ceebbb;hp=0d2d7c96a64d48e1e53daa4dfb6b3c8b14a0d88d;hb=a08620064dbe59abd194f302768d65934b87b6df;hpb=ff64f05501fbcb470513b2aee64b4aa271d3c6d4 diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index 0d2d7c96a6..d7102cb81a 100644 --- a/qcsrc/server/mutators/base.qh +++ b/qcsrc/server/mutators/base.qh @@ -1,7 +1,7 @@ -#define CBC_ORDER_EXCLUSIVE 3 -#define CBC_ORDER_FIRST 1 -#define CBC_ORDER_LAST 2 -#define CBC_ORDER_ANY 4 +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 @@ -16,9 +16,9 @@ float CallbackChain_Remove(entity cb, float() func); // } float CallbackChain_Call(entity cb); -#define MUTATOR_REMOVING 0 -#define MUTATOR_ADDING 1 -#define MUTATOR_ROLLING_BACK 2 +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 @@ -42,12 +42,13 @@ void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail // register all possible hooks here +// some parameters are commented to avoid duplicate declarations MUTATOR_HOOKABLE(MakePlayerObserver); // called when a player becomes observer, after shared setup MUTATOR_HOOKABLE(PutClientInServer); - entity self; // client wanting to spawn +// entity self; // client wanting to spawn MUTATOR_HOOKABLE(PlayerSpawn); entity spawn_spot; // spot that was used, or world @@ -77,12 +78,13 @@ 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; +// entity frag_attacker; // same as self +// entity frag_target; // INPUT, OUTPUT: float frag_score; @@ -97,13 +99,18 @@ MUTATOR_HOOKABLE(GetTeamCount); MUTATOR_HOOKABLE(SpectateCopy); // copies variables for spectating "other" to "self" // INPUT: - entity other; +// 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,rockets,nails,shells,fuel}} + // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} MUTATOR_HOOKABLE(BuildMutatorsString); // appends ":mutatorname" to ret_string for logging @@ -113,7 +120,7 @@ MUTATOR_HOOKABLE(BuildMutatorsString); MUTATOR_HOOKABLE(BuildMutatorsPrettyString); // appends ", Mutator name" to ret_string for display // INPUT, OUTPUT: - string ret_string; +// string ret_string; MUTATOR_HOOKABLE(CustomizeWaypoint); // called every frame @@ -150,39 +157,39 @@ MUTATOR_HOOKABLE(GetCvars); MUTATOR_HOOKABLE(EditProjectile); // can edit any "just fired" projectile // INPUT: - entity self; - entity other; - +// entity self; +// entity other; + MUTATOR_HOOKABLE(MonsterSpawn); // called when a monster spawns - + MUTATOR_HOOKABLE(MonsterDies); // called when a monster dies // INPUT: - entity frag_attacker; - +// entity frag_attacker; + MUTATOR_HOOKABLE(MonsterRespawn); // called when a monster wants to respawn // INPUT: - entity other; - +// entity other; + MUTATOR_HOOKABLE(MonsterDropItem); // called when a monster is dropping loot // INPUT, OUTPUT: .void() monster_loot; - entity other; - +// entity other; + MUTATOR_HOOKABLE(MonsterMove); // called when a monster moves - // returning TRUE makes the monster stop + // 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 @@ -193,9 +200,9 @@ MUTATOR_HOOKABLE(AllowMobSpawning); 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 +// 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; @@ -205,9 +212,9 @@ 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; +// entity frag_attacker; +// entity frag_target; +// float frag_deathtype; // INPUT, OUTPUT: float frag_damage; float frag_mirrordamage; @@ -216,12 +223,17 @@ MUTATOR_HOOKABLE(PlayerDamage_Calculate); 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; +// 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 @@ -261,8 +273,8 @@ 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 +// entity self; // player wanting to spawn +// entity spawn_spot; // spot to be evaluated // IN+OUT vector spawn_score; // _x is priority, _y is "distance" @@ -271,20 +283,20 @@ 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 +// 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 +// entity self; // the item MUTATOR_HOOKABLE(SetWeaponreplace); // IN - entity self; // map entity - entity other; // weapon info +// entity self; // map entity +// entity other; // weapon info // IN+OUT - string ret_string; +// string ret_string; MUTATOR_HOOKABLE(Item_RespawnCountdown); // called when an item is about to respawn @@ -301,7 +313,7 @@ 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; +// entity self; MUTATOR_HOOKABLE(HelpMePing); // called whenever a player uses impulse 33 (help me) in cl_impulse.qc @@ -309,11 +321,11 @@ MUTATOR_HOOKABLE(HelpMePing); // 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 +// entity self; // the player who pressed impulse 33 MUTATOR_HOOKABLE(VehicleSpawn); // called when a vehicle initializes - // return TRUE to remove the vehicle + // return true to remove the vehicle MUTATOR_HOOKABLE(VehicleEnter); // called when a player enters a vehicle @@ -324,42 +336,42 @@ MUTATOR_HOOKABLE(VehicleEnter); MUTATOR_HOOKABLE(VehicleTouch); // called when a player touches a vehicle - // return TRUE to stop player from entering the vehicle + // return true to stop player from entering the vehicle // INPUT - entity self; // vehicle - entity other; // player +// 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 +// 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 +// 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 - #define MUT_ITEMTOUCH_CONTINUE 0 // return this flag to make the function continue as normal - #define MUT_ITEMTOUCH_RETURN 1 // return this flag to make the function return (handled entirely by mutator) - #define MUT_ITEMTOUCH_PICKUP 2 // return this flag to have the item "picked up" and taken even after mutator handled it +// 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 +// entity self; // player -MUTATOR_HOOKABLE(HavocBot_ChooseRule); - entity self; +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 - #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 +// 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