]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/events.qh
Make physics hook common, move multijump stuff into multijump file
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / events.qh
index 50021ae2d4042b9bae1ae626bc05e37157928e6b..be95bd1a49a3d5e35660ffe1e1b14ab96a086ecb 100644 (file)
@@ -93,17 +93,6 @@ 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) \
-    /**/ i(float, player_jumpheight) \
-    /**/ o(float, player_multijump) \
-    /**/ o(float, player_jumpheight) \
-    /**/
-float player_multijump;
-float player_jumpheight;
-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) \
@@ -153,6 +142,9 @@ MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
 /** returns true if dropping the current weapon shall not be allowed at any time including death */
 MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
 
+/**  */
+MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
+
 /** allows changing attack rate */
 #define EV_WeaponRateFactor(i, o) \
     /**/ i(float, weapon_rate) \
@@ -182,7 +174,10 @@ MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
  * 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(FilterItem, EV_NO_ARGS);
+#define EV_FilterItem(i, o) \
+    /** the current item */ i(entity, __self) \
+    /**/
+MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
 
 /** return error to request removal */
 #define EV_TurretSpawn(i, o) \
@@ -213,12 +208,6 @@ MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
 /** TODO change this into a general PlayerPostThink hook? */
 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
 
-/**
- * called before any player physics, may adjust variables for movement,
- * is run AFTER bot code and idle checking
- */
-MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
-
 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
 #define EV_GetCvars(i, o) \
     /**/ i(float, get_cvars_f) \
@@ -334,15 +323,31 @@ MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
  * Called when a player is damaged
  */
 #define EV_PlayerDamaged(i, o) \
-    /** attacker */ i(entity, mutator_argv_entity_0) \
-    /** target */ i(entity, mutator_argv_entity_1) \
-    /** health */ i(int, mutator_argv_int_0) \
-    /** armor */ i(int, mutator_argv_int_1) \
-    /** location */ i(vector, mutator_argv_vector_0) \
-    /** deathtype */ i(int, mutator_argv_int_2) \
+    /** attacker  */ i(entity, MUTATOR_ARGV_0_entity) \
+    /** target    */ i(entity, MUTATOR_ARGV_1_entity) \
+    /** health    */ i(int,    MUTATOR_ARGV_0_int) \
+    /** armor     */ i(int,    MUTATOR_ARGV_1_int) \
+    /** location  */ i(vector, MUTATOR_ARGV_0_vector) \
+    /** deathtype */ i(int,    MUTATOR_ARGV_2_int) \
     /**/
 MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
 
+/**
+ * Called by W_DecreaseAmmo
+ */
+#define EV_W_DecreaseAmmo(i, o) \
+    /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+    /**/
+MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
+
+/**
+ * Called by W_Reload
+ */
+#define EV_W_Reload(i, o) \
+    /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+    /**/
+MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
+
 /** 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) \
@@ -679,6 +684,7 @@ MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
 #define EV_SpectateSet(i, o) \
     /**/ i(entity, __self) \
     /**/ i(entity, spec_player) \
+    /**/ o(entity, spec_player) \
     /**/
 entity spec_player;
 MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
@@ -686,12 +692,14 @@ MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
 #define EV_SpectateNext(i, o) \
     /**/ i(entity, __self) \
     /**/ i(entity, spec_player) \
+    /**/ o(entity, spec_player) \
     /**/
 MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
 
 #define EV_SpectatePrev(i, o) \
     /**/ i(entity, __self) \
     /**/ i(entity, spec_player) \
+    /**/ o(entity, spec_player) \
     /**/ i(entity, spec_first) \
     /**/
 entity spec_first;
@@ -813,4 +821,21 @@ MUTATOR_HOOKABLE(TurretValidateTarget, EV_TurretValidateTarget);
 MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
 
 MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
+
+/** */
+#define EV_PrepareExplosionByDamage(i, o) \
+    /**/ i(entity, __self) \
+    /**/ i(entity, frag_attacker) \
+    /**/
+MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
+
+/** called when a monster model is about to be set, allows custom paths etc. */
+#define EV_MonsterModel(i, o) \
+    /**/ i(string, monster_model) \
+    /**/ i(string, monster_model_output) \
+    /**/ o(string, monster_model_output) \
+    /**/
+string monster_model;
+string monster_model_output;
+MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
 #endif