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(FilterItem);
101 // 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)
102 // return error to request removal
104 MUTATOR_HOOKABLE(TurretSpawn);
105 // return error to request removal
106 // INPUT: self - turret
108 MUTATOR_HOOKABLE(TurretValidateTarget);
109 // return target score
111 entity turret_target;
114 MUTATOR_HOOKABLE(OnEntityPreSpawn);
115 // return error to prevent entity spawn, or modify the entity
117 MUTATOR_HOOKABLE(PlayerPreThink);
118 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
120 MUTATOR_HOOKABLE(GetPressedKeys);
121 // TODO change this into a general PlayerPostThink hook?
123 MUTATOR_HOOKABLE(PlayerPhysics);
124 // called before any player physics, may adjust variables for movement,
125 // is run AFTER bot code and idle checking
127 MUTATOR_HOOKABLE(GetCvars);
128 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
133 MUTATOR_HOOKABLE(EditProjectile);
134 // can edit any "just fired" projectile
139 MUTATOR_HOOKABLE(MonsterSpawn);
140 // called when a monster spawns
142 MUTATOR_HOOKABLE(MonsterDies);
143 // called when a monster dies
145 entity frag_attacker;
147 MUTATOR_HOOKABLE(MonsterRespawn);
148 // called when a monster wants to respawn
152 MUTATOR_HOOKABLE(MonsterDropItem);
153 // called when a monster is dropping loot
155 string monster_dropitem;
156 string monster_dropsize;
158 MUTATOR_HOOKABLE(MonsterMove);
159 // called when a monster moves
161 float monster_speed_run;
162 float monster_speed_walk;
163 entity monster_target;
165 MUTATOR_HOOKABLE(MonsterFindTarget);
166 // called when a monster looks for another target
168 MUTATOR_HOOKABLE(MonsterCheckBossFlag);
169 // called to change a random monster to a miniboss
171 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
172 // called when a player gets damaged to e.g. remove stuff he was carrying.
174 entity frag_inflictor;
175 entity frag_attacker;
176 entity frag_target; // same as self
177 vector damage_force; // NOTE: this force already HAS been applied
182 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
183 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
184 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
186 entity frag_attacker;
188 float frag_deathtype;
193 MUTATOR_HOOKABLE(PlayerPowerups);
194 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
197 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
199 MUTATOR_HOOKABLE(PlayerUseKey);
200 // called when the use key is pressed
201 // if MUTATOR_RETURNVALUE is 1, don't do anything
202 // return 1 if the use key actually did something
204 MUTATOR_HOOKABLE(SV_ParseClientCommand);
205 // called when a client command is parsed
206 // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
207 // NOTE: return 1 if you handled the command, return 0 to continue handling
208 // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
210 string cmd_name; // command name
211 float cmd_argc; // also, argv() can be used
212 string cmd_string; // whole command, use only if you really have to
215 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
217 if(MUTATOR_RETURNVALUE) // command was already handled?
219 if(cmd_name == "echocvar" && cmd_argc >= 2)
221 print(cvar_string(argv(1)), "\n");
224 if(cmd_name == "echostring" && cmd_argc >= 2)
226 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
233 MUTATOR_HOOKABLE(Spawn_Score);
234 // called when a spawnpoint is being evaluated
235 // return 1 to make the spawnpoint unusable
237 entity self; // player wanting to spawn
238 entity spawn_spot; // spot to be evaluated
240 vector spawn_score; // _x is priority, _y is "distance"
242 MUTATOR_HOOKABLE(SV_StartFrame);
243 // runs globally each server frame
245 MUTATOR_HOOKABLE(SetModname);
247 string modname; // name of the mutator/mod if it warrants showing as such in the server browser
249 MUTATOR_HOOKABLE(Item_Spawn);
250 // called for each item being spawned on a map, including dropped weapons
251 // return 1 to remove an item
253 entity self; // the item
255 MUTATOR_HOOKABLE(SetWeaponreplace);
257 entity self; // map entity
258 entity other; // weapon info
262 MUTATOR_HOOKABLE(PortalTeleport);
263 // called whenever a player goes through a portal gun teleport
264 // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
268 MUTATOR_HOOKABLE(HelpMePing);
269 // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
270 // normally help me ping uses self.waypointsprite_attachedforcarrier,
271 // but if your mutator uses something different then you can handle it
272 // in a special manner using this hook
274 entity self; // the player who pressed impulse 33
276 MUTATOR_HOOKABLE(VehicleSpawn);
277 // called when a vehicle spawns
279 MUTATOR_HOOKABLE(VehicleEnter);
280 // called when a player enters a vehicle
281 // allows mutators to set special settings in this event
283 entity vh_player; // player
284 entity vh_vehicle; // vehicle
286 MUTATOR_HOOKABLE(VehicleExit);
287 // called when a player exits a vehicle
288 // allows mutators to set special settings in this event
290 entity vh_player; // player
291 entity vh_vehicle; // vehicle
293 MUTATOR_HOOKABLE(AbortSpeedrun);
294 // called when a speedrun is aborted and the player is teleported back to start position
296 entity self; // player
298 MUTATOR_HOOKABLE(ItemTouch);
299 // called at when a item is touched. Called early, can edit item properties.
301 entity other; // player
303 MUTATOR_HOOKABLE(ClientConnect);
304 // called at when a player connect
305 entity self; // player
307 MUTATOR_HOOKABLE(HavocBot_ChooseRule);