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 #define MUTATOR_ROLLING_BACK 2
22 typedef float(float) mutatorfunc_t;
23 float Mutator_Add(mutatorfunc_t func, string name);
24 void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
26 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
27 #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
28 #define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
29 #define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
30 #define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
31 #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 || mode == MUTATOR_ROLLING_BACK) { if(HOOK_##cb) CallbackChain_Remove(HOOK_##cb,HOOKFUNCTION_##func); } } while(0)
32 #define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
33 #define MUTATOR_ONREMOVE if(mode == MUTATOR_REMOVING)
34 #define MUTATOR_ONROLLBACK_OR_REMOVE if(mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
36 #define MUTATOR_HOOKABLE(cb) entity HOOK_##cb
37 #define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb)
39 #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
44 // register all possible hooks here
46 MUTATOR_HOOKABLE(MakePlayerObserver);
47 // called when a player becomes observer, after shared setup
49 MUTATOR_HOOKABLE(PlayerSpawn);
50 entity spawn_spot; // spot that was used, or world
51 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
53 MUTATOR_HOOKABLE(ClientDisconnect);
54 // called when a player disconnects
56 MUTATOR_HOOKABLE(PlayerDies);
57 // called when a player dies to e.g. remove stuff he was carrying.
59 entity frag_inflictor;
61 entity frag_target; // same as self
63 MUTATOR_HOOKABLE(GiveFragsForKill);
64 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
66 entity frag_attacker; // same as self
71 MUTATOR_HOOKABLE(MatchEnd);
72 // called when the match ends
74 MUTATOR_HOOKABLE(GetTeamCount);
75 // should adjust ret_float to contain the team count
79 MUTATOR_HOOKABLE(SpectateCopy);
80 // copies variables for spectating "other" to "self"
84 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
85 // returns 1 if throwing the current weapon shall not be allowed
87 MUTATOR_HOOKABLE(SetStartItems);
88 // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
90 MUTATOR_HOOKABLE(BuildMutatorsString);
91 // appends ":mutatorname" to ret_string for logging
95 MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
96 // appends ", Mutator name" to ret_string for display
100 MUTATOR_HOOKABLE(CustomizeWaypoint);
101 // called every frame
102 // customizes the waypoint for spectators
103 // INPUT: self = waypoint, other = player, other.enemy = spectator
105 MUTATOR_HOOKABLE(FilterItem);
106 // 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)
107 // return error to request removal
109 MUTATOR_HOOKABLE(TurretSpawn);
110 // return error to request removal
111 // INPUT: self - turret
113 MUTATOR_HOOKABLE(OnEntityPreSpawn);
114 // return error to prevent entity spawn, or modify the entity
116 MUTATOR_HOOKABLE(PlayerPreThink);
117 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
119 MUTATOR_HOOKABLE(GetPressedKeys);
120 // TODO change this into a general PlayerPostThink hook?
122 MUTATOR_HOOKABLE(PlayerPhysics);
123 // called before any player physics, may adjust variables for movement,
124 // is run AFTER bot code and idle checking
126 MUTATOR_HOOKABLE(GetCvars);
127 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
132 MUTATOR_HOOKABLE(EditProjectile);
133 // can edit any "just fired" projectile
138 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
139 // called when a player gets damaged to e.g. remove stuff he was carrying.
141 entity frag_inflictor;
142 entity frag_attacker;
143 entity frag_target; // same as self
144 vector damage_force; // NOTE: this force already HAS been applied
149 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
150 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
151 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
153 entity frag_attacker;
155 float frag_deathtype;
158 float frag_mirrordamage;
161 MUTATOR_HOOKABLE(PlayerPowerups);
162 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
165 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
167 MUTATOR_HOOKABLE(PlayerUseKey);
168 // called when the use key is pressed
169 // if MUTATOR_RETURNVALUE is 1, don't do anything
170 // return 1 if the use key actually did something
172 MUTATOR_HOOKABLE(SV_ParseClientCommand);
173 // called when a client command is parsed
174 // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
175 // NOTE: return 1 if you handled the command, return 0 to continue handling
176 // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
178 string cmd_name; // command name
179 float cmd_argc; // also, argv() can be used
180 string cmd_string; // whole command, use only if you really have to
183 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
185 if(MUTATOR_RETURNVALUE) // command was already handled?
187 if(cmd_name == "echocvar" && cmd_argc >= 2)
189 print(cvar_string(argv(1)), "\n");
192 if(cmd_name == "echostring" && cmd_argc >= 2)
194 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
201 MUTATOR_HOOKABLE(Spawn_Score);
202 // called when a spawnpoint is being evaluated
203 // return 1 to make the spawnpoint unusable
205 entity self; // player wanting to spawn
206 entity spawn_spot; // spot to be evaluated
208 vector spawn_score; // _x is priority, _y is "distance"
210 MUTATOR_HOOKABLE(SV_StartFrame);
211 // runs globally each server frame
213 MUTATOR_HOOKABLE(SetModname);
215 string modname; // name of the mutator/mod if it warrants showing as such in the server browser
217 MUTATOR_HOOKABLE(Item_Spawn);
218 // called for each item being spawned on a map, including dropped weapons
219 // return 1 to remove an item
221 entity self; // the item
223 MUTATOR_HOOKABLE(SetWeaponreplace);
225 entity self; // map entity
226 entity other; // weapon info
230 MUTATOR_HOOKABLE(Item_RespawnCountdown);
231 // called when an item is about to respawn
236 MUTATOR_HOOKABLE(BotShouldAttack);
237 // called when a bot checks a target to attack
241 MUTATOR_HOOKABLE(PortalTeleport);
242 // called whenever a player goes through a portal gun teleport
243 // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
247 MUTATOR_HOOKABLE(HelpMePing);
248 // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
249 // normally help me ping uses self.waypointsprite_attachedforcarrier,
250 // but if your mutator uses something different then you can handle it
251 // in a special manner using this hook
253 entity self; // the player who pressed impulse 33
255 MUTATOR_HOOKABLE(VehicleEnter);
256 // called when a player enters a vehicle
257 // allows mutators to set special settings in this event
259 entity vh_player; // player
260 entity vh_vehicle; // vehicle
262 MUTATOR_HOOKABLE(VehicleExit);
263 // called when a player exits a vehicle
264 // allows mutators to set special settings in this event
266 entity vh_player; // player
267 entity vh_vehicle; // vehicle
269 MUTATOR_HOOKABLE(AbortSpeedrun);
270 // called when a speedrun is aborted and the player is teleported back to start position
272 entity self; // player
274 MUTATOR_HOOKABLE(ItemTouch);
275 // called at when a item is touched. Called early, can edit item properties.
277 entity other; // player
279 MUTATOR_HOOKABLE(ClientConnect);
280 // called at when a player connect
281 entity self; // player
283 MUTATOR_HOOKABLE(HavocBot_ChooseRule);