X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fevents.qh;h=2066e768c1e5a151452bf993a1c24f2c018ae1f1;hb=6c6c6d282666308afb1f1bb425a409235e74caf8;hp=01cdd168f797e454d6af7398b470627cc46adda1;hpb=ad093b70c3f470693e7225415deb3985d74d8c21;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/events.qh b/qcsrc/server/mutators/events.qh index 01cdd168f..2066e768c 100644 --- a/qcsrc/server/mutators/events.qh +++ b/qcsrc/server/mutators/events.qh @@ -12,7 +12,7 @@ MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver) /** */ #define EV_PutClientInServer(i, o) \ - /** client wanting to spawn */ i(entity, self) \ + /** client wanting to spawn */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer); @@ -56,13 +56,43 @@ entity frag_target; int frag_deathtype; MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies); -/** called when a player dies to e.g. remove stuff he was carrying. */ +/** called when a player dies to e.g. remove stuff he was carrying */ #define EV_PlayHitsound(i, o) \ /**/ i(entity, frag_victim) \ /**/ entity frag_victim; MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound); +/** called when a weapon sound is about to be played, allows custom paths etc. */ +#define EV_WeaponSound(i, o) \ + /**/ i(string, weapon_sound) \ + /**/ i(string, weapon_sound_output) \ + /**/ o(string, weapon_sound_output) \ + /**/ +string weapon_sound; +string weapon_sound_output; +MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound); + +/** called when a weapon model is about to be set, allows custom paths etc. */ +#define EV_WeaponModel(i, o) \ + /**/ i(string, weapon_model) \ + /**/ i(string, weapon_model_output) \ + /**/ o(string, weapon_model_output) \ + /**/ +string weapon_model; +string weapon_model_output; +MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel); + +/** called when an item model is about to be set, allows custom paths etc. */ +#define EV_ItemModel(i, o) \ + /**/ i(string, item_model) \ + /**/ i(string, item_model_output) \ + /**/ o(string, item_model_output) \ + /**/ +string item_model; +string item_model_output; +MUTATOR_HOOKABLE(ItemModel, EV_ItemModel); + /** called when a player presses the jump key */ #define EV_PlayerJump(i, o) \ /**/ i(float, player_multijump) \ @@ -76,6 +106,7 @@ MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump); /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */ #define EV_GiveFragsForKill(i, o) \ + /**/ i(entity, __self) \ /** same as self */ i(entity, frag_attacker) \ /**/ i(entity, frag_target) \ /**/ i(float, frag_score) \ @@ -91,6 +122,8 @@ MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS); #define EV_GetTeamCount(i, o) \ /**/ i(float, ret_float) \ /**/ o(float, ret_float) \ + /**/ i(string, ret_string) \ + /**/ o(string, ret_string) \ /**/ float ret_float; MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount); @@ -98,7 +131,7 @@ MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount); /** copies variables for spectating "other" to "self" */ #define EV_SpectateCopy(i, o) \ /**/ i(entity, other) \ - /**/ i(entity, self) \ + /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy); @@ -107,9 +140,11 @@ MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy); /**/ i(string, format_escape) \ /**/ i(string, format_replacement) \ /**/ o(string, format_replacement) \ + /**/ i(string, format_message) \ /**/ string format_escape; string format_replacement; +string format_message; MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage); /** returns 1 if throwing the current weapon shall not be allowed */ @@ -135,7 +170,7 @@ MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS); /** called every frame. customizes the waypoint for spectators */ #define EV_CustomizeWaypoint(i, o) \ - /** waypoint */ i(entity, self) \ + /** waypoint */ i(entity, __self) \ /** player; other.enemy = spectator */ i(entity, other) \ /**/ MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint); @@ -148,10 +183,24 @@ MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS); /** return error to request removal */ #define EV_TurretSpawn(i, o) \ - /** turret */ i(entity, self) \ + /** turret */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn); +/** return error to not attack */ +#define EV_TurretFire(i, o) \ + /** turret */ i(entity, __self) \ + /**/ +MUTATOR_HOOKABLE(TurretFire, EV_TurretFire); + +/** return error to not attack */ +#define EV_Turret_CheckFire(i, o) \ + /**/ i(bool, ret_bool) \ + /**/ o(bool, ret_bool) \ + /**/ +bool ret_bool; +MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire); + /** return error to prevent entity spawn, or modify the entity */ MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS); @@ -178,7 +227,7 @@ MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because o /** can edit any "just fired" projectile */ #define EV_EditProjectile(i, o) \ - /**/ i(entity, self) \ + /**/ i(entity, __self) \ /**/ i(entity, other) \ /**/ MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile); @@ -192,6 +241,13 @@ MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS); /**/ MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies); +/** called when a monster dies */ +#define EV_MonsterRemove(i, o) \ + /**/ i(entity, rem_mon) \ + /**/ +entity rem_mon; // avoiding ovewriting self & other +MUTATOR_HOOKABLE(MonsterRemove, EV_MonsterRemove); + /** called when a monster wants to respawn */ #define EV_MonsterRespawn(i, o) \ /**/ i(entity, other) \ @@ -203,7 +259,7 @@ MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn); /**/ i(entity, other) \ /**/ o(entity, other) \ /**/ -.void() monster_loot; +.void(entity this) monster_loot; MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem); /** @@ -255,6 +311,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage). */ #define EV_PlayerDamage_Calculate(i, o) \ + /**/ i(entity, frag_inflictor) \ /**/ i(entity, frag_attacker) \ /**/ i(entity, frag_target) \ /**/ i(float, frag_deathtype) \ @@ -284,7 +341,7 @@ MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged); /** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */ #define EV_PlayerPowerups(i, o) \ - /**/ i(entity, self) \ + /**/ i(entity, __self) \ /**/ i(int, olditems) \ /**/ int olditems; @@ -294,21 +351,17 @@ MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups); * called every player think frame * return 1 to disable regen */ -#define EV_PlayerRegen(i, o) \ - /**/ i(float, regen_mod_max) \ - /**/ o(float, regen_mod_max) \ - /**/ i(float, regen_mod_regen) \ - /**/ o(float, regen_mod_regen) \ - /**/ i(float, regen_mod_rot) \ - /**/ o(float, regen_mod_rot) \ - /**/ i(float, regen_mod_limit) \ - /**/ o(float, regen_mod_limit) \ - /**/ float regen_mod_max; float regen_mod_regen; float regen_mod_rot; float regen_mod_limit; -MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen); +float regen_health; +float regen_health_linear; +float regen_health_rot; +float regen_health_rotlinear; +float regen_health_stable; +float regen_health_rotstable; +MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS); /** * called when the use key is pressed @@ -350,12 +403,23 @@ int cmd_argc; string cmd_string; MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand); +/** please read EV_SV_ParseClientCommand description before using */ +#define EV_SV_ParseServerCommand(i, o) \ + /** command name */ i(string, cmd_name) \ + /** also, argv() can be used */ i(int, cmd_argc) \ + /** whole command, use only if you really have to */ i(string, cmd_string) \ + /**/ +//string cmd_name; +//int cmd_argc; +//string cmd_string; +MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand); + /** * called when a spawnpoint is being evaluated * return 1 to make the spawnpoint unusable */ #define EV_Spawn_Score(i, o) \ - /** player wanting to spawn */ i(entity, self) \ + /** player wanting to spawn */ i(entity, __self) \ /** spot to be evaluated */ i(entity, spawn_spot) \ /** _x is priority, _y is "distance" */ i(vector, spawn_score) \ /**/ o(vector, spawn_score) \ @@ -377,12 +441,12 @@ MUTATOR_HOOKABLE(SetModname, EV_SetModname); * return 1 to remove an item */ #define EV_Item_Spawn(i, o) \ - /** the item */ i(entity, self) \ + /** the item */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn); #define EV_SetWeaponreplace(i, o) \ - /** map entity */ i(entity, self) \ + /** map entity */ i(entity, __self) \ /** weapon info */ i(entity, other) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ @@ -412,7 +476,7 @@ MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack); * allows you to strip a player of an item if they go through the teleporter to help prevent cheating */ #define EV_PortalTeleport(i, o) \ - /**/ i(entity, self) \ + /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport); @@ -423,7 +487,7 @@ MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport); * in a special manner using this hook */ #define EV_HelpMePing(i, o) \ - /** the player who pressed impulse 33 */ i(entity, self) \ + /** the player who pressed impulse 33 */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing); @@ -450,7 +514,7 @@ MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter); * return true to stop player from entering the vehicle */ #define EV_VehicleTouch(i, o) \ - /** vehicle */ i(entity, self) \ + /** vehicle */ i(entity, __self) \ /** player */ i(entity, other) \ /**/ MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch); @@ -467,13 +531,13 @@ MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit); /** called when a speedrun is aborted and the player is teleported back to start position */ #define EV_AbortSpeedrun(i, o) \ - /** player */ i(entity, self) \ + /** player */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun); /** called at when a item is touched. Called early, can edit item properties. */ #define EV_ItemTouch(i, o) \ - /** item */ i(entity, self) \ + /** item */ i(entity, __self) \ /** player */ i(entity, other) \ /**/ MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch); @@ -486,12 +550,12 @@ enum { /** called at when a player connect */ #define EV_ClientConnect(i, o) \ - /** player */ i(entity, self) \ + /** player */ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect); #define EV_HavocBot_ChooseRole(i, o) \ - /**/ i(entity, self) \ + /**/ i(entity, __self) \ /**/ MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole); @@ -506,4 +570,172 @@ enum { MUT_ACCADD_INVALID, // return this flag to make the function always continue MUT_ACCADD_INDIFFERENT // return this flag to make the function always return }; + +/** Called when clearing the global parameters for a model */ +MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS); + +/** Called when getting the global parameters for a model */ +#define EV_GetModelParams(i, o) \ + /** entity id */ i(string, checkmodel_input) \ + /** entity id */ i(string, checkmodel_command) \ + /**/ +string checkmodel_input, checkmodel_command; +MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams); + +/** called when a bullet has hit a target */ +#define EV_FireBullet_Hit(i, o) \ + /**/ i(entity, __self) \ + /**/ i(entity, bullet_hit) \ + /**/ i(vector, bullet_startpos) \ + /**/ i(vector, bullet_endpos) \ + /**/ i(float, frag_damage) \ + /**/ o(float, frag_damage) \ + /**/ +entity bullet_hit; +//vector bullet_hitloc; // the end pos matches the hit location, apparently +vector bullet_startpos; +vector bullet_endpos; +//float frag_damage; +MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit); + +#define EV_FixPlayermodel(i, o) \ + /**/ i(string, ret_string) \ + /**/ o(string, ret_string) \ + /**/ i(int, ret_int) \ + /**/ o(int, ret_int) \ + /**/ +int ret_int; +MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel); + +/** Return error to play frag remaining announcements */ +MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS); + +#define EV_GrappleHookThink(i, o) \ + /**/ i(entity, __self) \ + /**/ i(int, hook_tarzan) \ + /**/ o(int, hook_tarzan) \ + /**/ i(entity, hook_pullentity) \ + /**/ o(entity, hook_pullentity) \ + /**/ i(float, hook_velmultiplier) \ + /**/ o(float, hook_velmultiplier) \ + /**/ +int hook_tarzan; +entity hook_pullentity; +float hook_velmultiplier; +MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink); + +#define EV_BuffModel_Customize(i, o) \ + /**/ i(entity, __self) \ + /**/ i(entity, buff_player) \ + /**/ +entity buff_player; +MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize); + +/** called at when a buff is touched. Called early, can edit buff properties. */ +#define EV_BuffTouch(i, o) \ + /** item */ i(entity, __self) \ + /** player */ i(entity, other) \ + /**/ +MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch); + +#define EV_GetRecords(i, o) \ + /**/ i(int, record_page) \ + /**/ i(string, ret_string) \ + /**/ o(string, ret_string) \ + /**/ +int record_page; +MUTATOR_HOOKABLE(GetRecords, EV_GetRecords); + +#define EV_Race_FinalCheckpoint(i, o) \ + /**/ i(entity, race_player) \ + /**/ +entity race_player; +MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint); + +/** called when player triggered kill (or is changing teams), return error to not do anything */ +#define EV_ClientKill(i, o) \ + /** player */ i(entity, __self) \ + /* kill delay */ i(float, ret_float) \ + /* kill delay */ o(float, ret_float) \ + /**/ +MUTATOR_HOOKABLE(ClientKill, EV_ClientKill); + +#define EV_FixClientCvars(i, o) \ + /**/ i(entity, fix_client) \ + /**/ +entity fix_client; +MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars); + +#define EV_SpectateSet(i, o) \ + /**/ i(entity, __self) \ + /**/ i(entity, spec_player) \ + /**/ +entity spec_player; +MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet); + +#define EV_SpectateNext(i, o) \ + /**/ i(entity, __self) \ + /**/ i(entity, spec_player) \ + /**/ +MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext); + +#define EV_SpectatePrev(i, o) \ + /**/ i(entity, __self) \ + /**/ i(entity, spec_player) \ + /**/ i(entity, spec_first) \ + /**/ +entity spec_first; +MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev); + +enum { + MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal + MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator) + MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator) +}; + +/** called when player triggered kill (or is changing teams), return error to not do anything */ +#define EV_Bot_FixCount(i, o) \ + /**/ i(int, bot_activerealplayers) \ + /**/ o(int, bot_activerealplayers) \ + /**/ i(int, bot_realplayers) \ + /**/ o(int, bot_realplayers) \ + /**/ +int bot_activerealplayers; +int bot_realplayers; +MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount); + +#define EV_ClientCommand_Spectate(i, o) \ + /**/ i(entity, __self) \ + /**/ +MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate); + +enum { + MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal + MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate) + MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player +}; + +#define EV_CheckRules_World(i, o) \ + /* status */ i(float, ret_float) \ + /* status */ o(float, ret_float) \ + /* time limit */ i(float, checkrules_timelimit) \ + /* frag limit */ i(int, checkrules_fraglimit) \ + /**/ +float checkrules_timelimit; +int checkrules_fraglimit; +MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World); + +#define EV_WantWeapon(i, o) \ + /**/ i(entity, want_weaponinfo) \ + /**/ i(float, ret_float) \ + /**/ o(float, ret_float) \ + /**/ i(bool, want_allguns) \ + /**/ o(bool, want_allguns) \ + /**/ i(bool, want_mutatorblocked) \ + /**/ o(bool, want_mutatorblocked) \ + /**/ +entity want_weaponinfo; +bool want_allguns; +bool want_mutatorblocked; +MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon); #endif