1 #define CBC_ORDER_EXCLUSIVE 3
2 #define CBC_ORDER_FIRST 1
3 #define CBC_ORDER_LAST 2
4 #define CBC_ORDER_ANY 4
6 float CallbackChain_ReturnValue; // read-only field of the current return value
8 entity CallbackChain_New(string name);
9 float CallbackChain_Add(entity cb, float() func, float order)
10 float CallbackChain_Remove(entity cb, float() func);
11 // a callback function is like this:
12 // float mycallback(entity me)
17 float CallbackChain_Call(entity cb);
19 #define MUTATOR_REMOVING 0
20 #define MUTATOR_ADDING 1
21 typedef float(float) mutatorfunc_t;
22 float Mutator_Add(mutatorfunc_t func, string name);
23 void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
25 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
26 #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
27 #define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
28 #define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
29 #define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
30 #define MUTATOR_HOOK(cb,func,order) do { if(mode == MUTATOR_ADDING) { if(!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb); if(!CallbackChain_Add(HOOK_##cb,HOOKFUNCTION_##func,order)) { print("HOOK FAILED: ", #func, "\n"); return 1; } } else if(mode == MUTATOR_REMOVING) { if(HOOK_##cb) CallbackChain_Remove(HOOK_##cb,HOOKFUNCTION_##func); } } while(0)
31 #define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
32 #define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING)
34 #define MUTATOR_HOOKABLE(cb) entity HOOK_##cb
35 #define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
37 #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
42 // register all possible hooks here
44 MUTATOR_HOOKABLE(MakePlayerObserver);
45 // called when a player becomes observer, after shared setup
47 MUTATOR_HOOKABLE(PlayerSpawn);
48 entity spawn_spot; // spot that was used, or world
49 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
51 MUTATOR_HOOKABLE(ClientDisconnect);
52 // called when a player disconnects
54 MUTATOR_HOOKABLE(PlayerDies);
55 // called when a player dies to e.g. remove stuff he was carrying.
57 entity frag_inflictor;
59 entity frag_target; // same as self
61 MUTATOR_HOOKABLE(GiveFragsForKill);
62 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
64 entity frag_attacker; // same as self
69 MUTATOR_HOOKABLE(MatchEnd);
70 // called when the match ends
72 MUTATOR_HOOKABLE(GetTeamCount);
73 // should adjust ret_float to contain the team count
77 MUTATOR_HOOKABLE(SpectateCopy);
78 // copies variables for spectating "other" to "self"
82 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
83 // returns 1 if throwing the current weapon shall not be allowed
85 MUTATOR_HOOKABLE(SetStartItems);
86 // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
88 MUTATOR_HOOKABLE(BuildMutatorsString);
89 // appends ":mutatorname" to ret_string for logging
93 MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
94 // appends ", Mutator name" to ret_string for display
98 MUTATOR_HOOKABLE(FilterItem);
99 // checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
100 // return error to request removal
102 MUTATOR_HOOKABLE(TurretSpawn);
103 // return error to request removal
104 // INPUT: self - turret
106 MUTATOR_HOOKABLE(OnEntityPreSpawn);
107 // return error to prevent entity spawn, or modify the entity
109 MUTATOR_HOOKABLE(PlayerPreThink);
110 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
112 MUTATOR_HOOKABLE(GetPressedKeys);
113 // TODO change this into a general PlayerPostThink hook?
115 MUTATOR_HOOKABLE(PlayerPhysics);
116 // called before any player physics, may adjust variables for movement,
117 // is run AFTER bot code and idle checking
119 MUTATOR_HOOKABLE(GetCvars);
120 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
125 MUTATOR_HOOKABLE(EditProjectile);
126 // can edit any "just fired" projectile
131 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
132 // called when a player gets damaged to e.g. remove stuff he was carrying.
134 entity frag_inflictor;
135 entity frag_attacker;
136 entity frag_target; // same as self
137 vector damage_force; // NOTE: this force already HAS been applied
142 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
143 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
144 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
146 entity frag_attacker;
148 float frag_deathtype;
153 MUTATOR_HOOKABLE(PlayerPowerups);
154 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
157 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
159 MUTATOR_HOOKABLE(PlayerUseKey);
160 // called when the use key is pressed
161 // if MUTATOR_RETURNVALUE is 1, don't do anything
162 // return 1 if the use key actually did something
164 MUTATOR_HOOKABLE(SV_ParseClientCommand);
165 // called when a client command is parsed
166 // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
167 // NOTE: return 1 if you handled the command, return 0 to continue handling
168 // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
170 string cmd_name; // command name
171 float cmd_argc; // also, argv() can be used
172 string cmd_string; // whole command, use only if you really have to
175 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
177 if(MUTATOR_RETURNVALUE) // command was already handled?
179 if(cmd_name == "echocvar" && cmd_argc >= 2)
181 print(cvar_string(argv(1)), "\n");
184 if(cmd_name == "echostring" && cmd_argc >= 2)
186 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
193 MUTATOR_HOOKABLE(Spawn_Score);
194 // called when a spawnpoint is being evaluated
195 // return 1 to make the spawnpoint unusable
197 entity self; // player wanting to spawn
198 entity spawn_spot; // spot to be evaluated
200 vector spawn_score; // _x is priority, _y is "distance"
202 MUTATOR_HOOKABLE(SV_StartFrame);
203 // runs globally each server frame
205 MUTATOR_HOOKABLE(SetModname);
207 string modname; // name of the mutator/mod if it warrants showing as such in the server browser
209 MUTATOR_HOOKABLE(SetWeaponreplace);
211 entity self; // map entity
212 entity other; // weapon info