#define MUTATOR_REMOVING 0
#define MUTATOR_ADDING 1
-float Mutator_Add(float(float) func);
-void Mutator_Remove(float(float) func); // calls error() on fail
+typedef float(float) mutatorfunc_t;
+float Mutator_Add(mutatorfunc_t func, string name);
+void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
-#define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name)
-#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name)
+#define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
+#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
#define MUTATOR_DEFINITION(name) float MUTATOR_##name(float mode)
#define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode)
#define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name()
// INPUT:
entity frag_inflictor;
entity frag_attacker;
+ entity frag_target; // same as self
MUTATOR_HOOKABLE(GiveFragsForKill);
// called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
// INPUT:
+ entity frag_attacker; // same as self
entity frag_target;
// INPUT, OUTPUT:
float frag_score;
// 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)
// return error to request removal
+MUTATOR_HOOKABLE(TurretSpawn);
+ // return error to request removal
+ // INPUT: self - turret
+
MUTATOR_HOOKABLE(OnEntityPreSpawn);
// return error to prevent entity spawn, or modify the entity
// INPUT:
float get_cvars_f;
string get_cvars_s;
+
+MUTATOR_HOOKABLE(EditProjectile);
+ // can edit any "just fired" projectile
+ // INPUT:
+ entity self;
+ entity other;
+
+MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
+ // called when a player gets damaged to e.g. remove stuff he was carrying.
+ // INPUT:
+ entity frag_inflictor;
+ entity frag_attacker;
+ entity frag_target; // same as self
+ vector damage_force; // NOTE: this force already HAS been applied
+ // INPUT, OUTPUT:
+ float damage_take;
+ float damage_save;
+
+MUTATOR_HOOKABLE(PlayerDamage_Calculate);
+ // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
+ // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
+ // INPUT:
+ entity frag_attacker;
+ entity frag_target;
+ float frag_deathtype;
+ // INPUT, OUTPUT:
+ float frag_damage;
+ vector frag_force;
+
+MUTATOR_HOOKABLE(PlayerPowerups);
+ // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
+ // INPUT
+ entity self;
+ float olditems; // also technically output, but since it is at the end of the function it's useless for that :P