X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fbase.qh;h=893ebb301ff439ffbed18757f6da29cc95cf92b8;hb=3b2bc1bdee04f4c454279bf14ac8ed6b37c6ddb5;hp=ee0da7e0cd9eb1ae4d67217bed3841521b53a95b;hpb=e14bb786305e05541496fb5b28c090e0ff1b5783;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index ee0da7e0c..893ebb301 100644 --- a/qcsrc/server/mutators/base.qh +++ b/qcsrc/server/mutators/base.qh @@ -73,6 +73,11 @@ MUTATOR_HOOKABLE(PlayerDies); entity frag_target; // same as self float frag_deathtype; +MUTATOR_HOOKABLE(PlayerJump); + // called when a player presses the jump key + // INPUT, OUTPUT: + float player_multijump; + MUTATOR_HOOKABLE(GiveFragsForKill); // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill // INPUT: @@ -109,7 +114,7 @@ MUTATOR_HOOKABLE(BuildMutatorsPrettyString); // appends ", Mutator name" to ret_string for display // INPUT, OUTPUT: string ret_string; - + MUTATOR_HOOKABLE(CustomizeWaypoint); // called every frame // customizes the waypoint for spectators @@ -122,7 +127,7 @@ MUTATOR_HOOKABLE(FilterItem); MUTATOR_HOOKABLE(TurretSpawn); // return error to request removal // INPUT: self - turret - + MUTATOR_HOOKABLE(OnEntityPreSpawn); // return error to prevent entity spawn, or modify the entity @@ -158,7 +163,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor); // 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 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage). @@ -175,7 +180,7 @@ 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 + float olditems; // also technically output, but since it is at the end of the function it's useless for that :P MUTATOR_HOOKABLE(PlayerUseKey); // called when the use key is pressed @@ -226,7 +231,7 @@ MUTATOR_HOOKABLE(SV_StartFrame); MUTATOR_HOOKABLE(SetModname); // OUT string modname; // name of the mutator/mod if it warrants showing as such in the server browser - + MUTATOR_HOOKABLE(Item_Spawn); // called for each item being spawned on a map, including dropped weapons // return 1 to remove an item @@ -239,13 +244,13 @@ MUTATOR_HOOKABLE(SetWeaponreplace); entity other; // weapon info // IN+OUT string ret_string; - + MUTATOR_HOOKABLE(Item_RespawnCountdown); // called when an item is about to respawn // INPUT+OUTPUT: string item_name; vector item_color; - + MUTATOR_HOOKABLE(BotShouldAttack); // called when a bot checks a target to attack // INPUT @@ -256,7 +261,7 @@ MUTATOR_HOOKABLE(PortalTeleport); // allows you to strip a player of an item if they go through the teleporter to help prevent cheating // INPUT entity self; - + MUTATOR_HOOKABLE(HelpMePing); // called whenever a player uses impulse 33 (help me) in cl_impulse.qc // normally help me ping uses self.waypointsprite_attachedforcarrier, @@ -264,32 +269,32 @@ MUTATOR_HOOKABLE(HelpMePing); // in a special manner using this hook // INPUT entity self; // the player who pressed impulse 33 - + MUTATOR_HOOKABLE(VehicleSpawn); // called when a vehicle initializes // return TRUE to remove the vehicle - + MUTATOR_HOOKABLE(VehicleEnter); // called when a player enters a vehicle // allows mutators to set special settings in this event // INPUT entity vh_player; // player entity vh_vehicle; // vehicle - + MUTATOR_HOOKABLE(VehicleTouch); // called when a player touches a vehicle // return TRUE to stop player from entering the vehicle // INPUT entity self; // vehicle entity other; // player - + MUTATOR_HOOKABLE(VehicleExit); // called when a player exits a vehicle // allows mutators to set special settings in this event // INPUT entity vh_player; // player entity vh_vehicle; // vehicle - + MUTATOR_HOOKABLE(AbortSpeedrun); // called when a speedrun is aborted and the player is teleported back to start position // INPUT