#define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name)
#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##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()
#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)
#define MUTATOR_ONADD if(mode == MUTATOR_ADDING)
// register all possible hooks here
+
MUTATOR_HOOKABLE(MakePlayerObserver);
-MUTATOR_HOOKABLE(MakePlayerSpectator);
+ // called when a player becomes observer, after shared setup
+
+MUTATOR_HOOKABLE(PlayerSpawn);
+ // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
+
MUTATOR_HOOKABLE(ClientDisconnect);
-MUTATOR_HOOKABLE(PlayerDies); entity other; entity frag_attacker;
-MUTATOR_HOOKABLE(GiveFragsForKill); entity frag_attacker, frag_target; float frag_score;
+ // called when a player disconnects
+
+MUTATOR_HOOKABLE(PlayerDies);
+ // called when a player dies to e.g. remove stuff he was carrying.
+ // 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;
+
MUTATOR_HOOKABLE(MatchEnd);
+ // called when the match ends
+
+MUTATOR_HOOKABLE(GetTeamCount);
+ // should adjust ret_float to contain the team count
+ // INPUT, OUTPUT:
+ float ret_float;
+
+MUTATOR_HOOKABLE(SpectateCopy);
+ // copies variables for spectating "other" to "self"
+ // INPUT:
+ entity other;
+
+MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
+ // returns 1 if throwing the current weapon shall not be allowed
+
+MUTATOR_HOOKABLE(SetStartItems);
+ // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
+
+MUTATOR_HOOKABLE(BuildMutatorsString);
+ // appends ":mutatorname" to ret_string for logging
+ // INPUT, OUTPUT:
+ string ret_string;
+
+MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
+ // appends ", Mutator name" to ret_string for display
+ // INPUT, OUTPUT:
+ string ret_string;
+
+MUTATOR_HOOKABLE(FilterItem);
+ // 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(OnEntityPreSpawn);
+ // return error to prevent entity spawn, or modify the entity
+
+MUTATOR_HOOKABLE(PlayerPreThink);
+ // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
+
+MUTATOR_HOOKABLE(GetPressedKeys);
+ // TODO change this into a general PlayerPostThink hook?
+
+MUTATOR_HOOKABLE(PlayerPhysics);
+ // called before any player physics, may adjust variables for movement,
+ // is run AFTER bot code and idle checking
+
+MUTATOR_HOOKABLE(GetCvars);
+ // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
+ // 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