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(PutClientInServer);
48 entity self; // client wanting to spawn
50 MUTATOR_HOOKABLE(PlayerSpawn);
51 entity spawn_spot; // spot that was used, or world
52 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
54 MUTATOR_HOOKABLE(reset_map_global);
55 // called in reset_map
57 MUTATOR_HOOKABLE(reset_map_players);
58 // called in reset_map
60 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear);
61 // returns 1 if clearing player score shall not be allowed
63 MUTATOR_HOOKABLE(ClientDisconnect);
64 // called when a player disconnects
66 MUTATOR_HOOKABLE(PlayerDies);
67 // called when a player dies to e.g. remove stuff he was carrying.
69 entity frag_inflictor;
71 entity frag_target; // same as self
74 MUTATOR_HOOKABLE(GiveFragsForKill);
75 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
77 entity frag_attacker; // same as self
82 MUTATOR_HOOKABLE(MatchEnd);
83 // called when the match ends
85 MUTATOR_HOOKABLE(GetTeamCount);
86 // should adjust ret_float to contain the team count
90 MUTATOR_HOOKABLE(SpectateCopy);
91 // copies variables for spectating "other" to "self"
95 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
96 // returns 1 if throwing the current weapon shall not be allowed
98 MUTATOR_HOOKABLE(SetStartItems);
99 // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
101 MUTATOR_HOOKABLE(BuildMutatorsString);
102 // appends ":mutatorname" to ret_string for logging
106 MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
107 // appends ", Mutator name" to ret_string for display
111 MUTATOR_HOOKABLE(FilterItem);
112 // 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)
113 // return error to request removal
115 MUTATOR_HOOKABLE(TurretSpawn);
116 // return error to request removal
117 // INPUT: self - turret
119 MUTATOR_HOOKABLE(OnEntityPreSpawn);
120 // return error to prevent entity spawn, or modify the entity
122 MUTATOR_HOOKABLE(PlayerPreThink);
123 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
125 MUTATOR_HOOKABLE(GetPressedKeys);
126 // TODO change this into a general PlayerPostThink hook?
128 MUTATOR_HOOKABLE(PlayerPhysics);
129 // called before any player physics, may adjust variables for movement,
130 // is run AFTER bot code and idle checking
132 MUTATOR_HOOKABLE(GetCvars);
133 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
138 MUTATOR_HOOKABLE(EditProjectile);
139 // can edit any "just fired" projectile
144 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
145 // called when a player gets damaged to e.g. remove stuff he was carrying.
147 entity frag_inflictor;
148 entity frag_attacker;
149 entity frag_target; // same as self
150 vector damage_force; // NOTE: this force already HAS been applied
155 MUTATOR_HOOKABLE(PlayerDamage_Calculate);
156 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
157 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
159 entity frag_attacker;
161 float frag_deathtype;
166 MUTATOR_HOOKABLE(PlayerPowerups);
167 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
170 float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
172 MUTATOR_HOOKABLE(PlayerUseKey);
173 // called when the use key is pressed
174 // if MUTATOR_RETURNVALUE is 1, don't do anything
175 // return 1 if the use key actually did something
177 MUTATOR_HOOKABLE(SV_ParseClientCommand);
178 // called when a client command is parsed
179 // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
180 // NOTE: return 1 if you handled the command, return 0 to continue handling
181 // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
183 string cmd_name; // command name
184 float cmd_argc; // also, argv() can be used
185 string cmd_string; // whole command, use only if you really have to
188 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
190 if(MUTATOR_RETURNVALUE) // command was already handled?
192 if(cmd_name == "echocvar" && cmd_argc >= 2)
194 print(cvar_string(argv(1)), "\n");
197 if(cmd_name == "echostring" && cmd_argc >= 2)
199 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
206 MUTATOR_HOOKABLE(Spawn_Score);
207 // called when a spawnpoint is being evaluated
208 // return 1 to make the spawnpoint unusable
210 entity self; // player wanting to spawn
211 entity spawn_spot; // spot to be evaluated
213 vector spawn_score; // _x is priority, _y is "distance"
215 MUTATOR_HOOKABLE(SV_StartFrame);
216 // runs globally each server frame
218 MUTATOR_HOOKABLE(SetModname);
220 string modname; // name of the mutator/mod if it warrants showing as such in the server browser
222 MUTATOR_HOOKABLE(SetWeaponreplace);
224 entity self; // map entity
225 entity other; // weapon info
229 MUTATOR_HOOKABLE(PortalTeleport);
230 // called whenever a player goes through a portal gun teleport
231 // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
235 MUTATOR_HOOKABLE(HelpMePing);
236 // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
237 // normally help me ping uses self.waypointsprite_attachedforcarrier,
238 // but if your mutator uses something different then you can handle it
239 // in a special manner using this hook
241 entity self; // the player who pressed impulse 33
243 MUTATOR_HOOKABLE(VehicleEnter);
244 // called when a player enters a vehicle
245 // allows mutators to set special settings in this event
247 entity vh_player; // player
248 entity vh_vehicle; // vehicle
250 MUTATOR_HOOKABLE(VehicleExit);
251 // called when a player exits a vehicle
252 // allows mutators to set special settings in this event
254 entity vh_player; // player
255 entity vh_vehicle; // vehicle
257 MUTATOR_HOOKABLE(AbortSpeedrun);
258 // called when a speedrun is aborted and the player is teleported back to start position
260 entity self; // player
262 MUTATOR_HOOKABLE(ItemTouch);
263 // called at when a item is touched. Called early, can edit item properties.
265 entity other; // player
267 MUTATOR_HOOKABLE(ClientConnect);
268 // called at when a player connect
269 entity self; // player
271 MUTATOR_HOOKABLE(HavocBot_ChooseRule);