X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fevents.qh;h=e867e049a398cb1b253638644c6836573094a6d4;hp=52be590ba5972b8e8eb8b4139bbbe97b628f84a0;hb=86c9dc7c3696c329496b06375c1e79fb407401ce;hpb=8b38ad6987192a2129a7aa55410fd6d729425a28 diff --git a/qcsrc/server/mutators/events.qh b/qcsrc/server/mutators/events.qh index 52be590ba5..e867e049a3 100644 --- a/qcsrc/server/mutators/events.qh +++ b/qcsrc/server/mutators/events.qh @@ -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