return false;
}
+MUTATOR_DECLARATION(mutator_mod);
MUTATOR_DEFINITION(mutator_mod)
{
MUTATOR_HOOK(BuildMutatorsString, mod_BuildMutatorsString, CBC_ORDER_ANY);
--- /dev/null
+#ifndef MUTATORS_BASE_H
+#define MUTATORS_BASE_H
+
+const int CBC_ORDER_FIRST = 1;
+const int CBC_ORDER_LAST = 2;
+const int CBC_ORDER_EXCLUSIVE = 3;
+const int CBC_ORDER_ANY = 4;
+
+bool CallbackChain_ReturnValue; // read-only field of the current return value
+
+/**
+ * Callbacks may be added to zero or more callback chains.
+ */
+CLASS(Callback, Object)
+ /**
+ * a callback function is like this:
+ * bool mycallback()
+ * {
+ * do something
+ * return false;
+ * }
+ */
+ ATTRIB(Callback, cbc_func, bool(), func_null)
+ CONSTRUCTOR(Callback, bool() func) {
+ CONSTRUCT(Callback);
+ this.cbc_func = func;
+ return this;
+ }
+ENDCLASS(Callback)
+
+/**
+ * Callback chains contain zero or more callbacks.
+ */
+CLASS(CallbackChain, Object)
+ CLASS(CallbackNode, Object)
+ ATTRIB(CallbackNode, cbc, Callback, NULL)
+ ATTRIB(CallbackNode, cbc_next, CallbackNode, NULL)
+ ATTRIB(CallbackNode, cbc_order, int, 0)
+ CONSTRUCTOR(CallbackNode, Callback it, int order) {
+ CONSTRUCT(CallbackNode);
+ this.cbc = it;
+ this.cbc_order = order;
+ return this;
+ }
+ ENDCLASS(CallbackNode)
+
+ ATTRIB(CallbackChain, cbc_next, CallbackNode, NULL)
+ ATTRIB(CallbackChain, cbc_order, int, 0)
+ CONSTRUCTOR(CallbackChain, string name) {
+ CONSTRUCT(CallbackChain);
+ this.netname = name;
+ return this;
+ }
+
+ bool CallbackChain_Add(CallbackChain this, Callback cb, int order)
+ {
+ if (order & CBC_ORDER_FIRST) {
+ if (order & CBC_ORDER_LAST)
+ if (this.cbc_order & CBC_ORDER_ANY)
+ return false;
+ if (this.cbc_order & CBC_ORDER_FIRST)
+ return false;
+ } else if (order & CBC_ORDER_LAST) {
+ if (this.cbc_order & CBC_ORDER_LAST)
+ return false;
+ }
+ entity node = NEW(CallbackNode, cb, order);
+ if (order & CBC_ORDER_FIRST) {
+ node.cbc_next = this.cbc_next;
+ this.cbc_next = node;
+ } else if (order & CBC_ORDER_LAST) {
+ CallbackNode prev = NULL, it = this.cbc_next;
+ while (it) { prev = it, it = it.cbc_next; }
+ if (prev) prev.cbc_next = node;
+ else this.cbc_next = node;
+ } else {
+ // by default we execute last, but before a possible CBC_ORDER_LAST callback
+ CallbackNode prev = NULL, it = this.cbc_next;
+ while (it && !(it.cbc_order & CBC_ORDER_LAST)) { prev = it, it = it.cbc_next; }
+ node.cbc_next = it;
+ if (prev) prev.cbc_next = node;
+ else this.cbc_next = node;
+ }
+ this.cbc_order |= (order | CBC_ORDER_ANY);
+ return true;
+ }
+ int CallbackChain_Remove(CallbackChain this, Callback cb)
+ {
+ int n = 0, order = 0;
+ for (Callback prev = NULL, it = this.cbc_next; it; prev = it, it = it.cbc_next) {
+ if (it.cbc == cb) {
+ // remove it from the chain
+ Callback next = it.cbc_next;
+ if (prev) prev.cbc_next = next;
+ else this.cbc_next = next;
+ ++n;
+ }
+ // it is now something we want to keep
+ order |= (it.cbc_order & CBC_ORDER_ANY);
+ }
+ this.cbc_order = order;
+ return n;
+ }
+ bool CallbackChain_Call(CallbackChain this)
+ {
+ bool r = false;
+ for (Callback it = this.cbc_next; it; it = it.cbc_next) {
+ CallbackChain_ReturnValue = r;
+ r |= it.cbc.cbc_func();
+ }
+ return r; // callbacks return an error status, so 0 is default return value
+ }
+ENDCLASS(CallbackChain)
+
+#define _MUTATOR_HANDLE_NOP(type, id)
+#define _MUTATOR_HANDLE_PARAMS(type, id) , type in_##id
+#define _MUTATOR_HANDLE_PREPARE(type, id) id = in_##id;
+#define _MUTATOR_HANDLE_PUSHTMP(type, id) type tmp_##id = id;
+#define _MUTATOR_HANDLE_PUSHOUT(type, id) type out_##id = id;
+#define _MUTATOR_HANDLE_POPTMP(type, id) id = tmp_##id;
+#define _MUTATOR_HANDLE_POPOUT(type, id) id = out_##id;
+
+#define _MUTATOR_HOOKABLE(id, ...) CallbackChain HOOK_##id; bool __Mutator_Send_##id(__VA_ARGS__)
+#define MUTATOR_HOOKABLE(id, params) \
+ _MUTATOR_HOOKABLE(id, int params(_MUTATOR_HANDLE_PARAMS, _MUTATOR_HANDLE_NOP)) { \
+ params(_MUTATOR_HANDLE_PUSHTMP, _MUTATOR_HANDLE_NOP) \
+ params(_MUTATOR_HANDLE_PREPARE, _MUTATOR_HANDLE_NOP) \
+ bool ret = CallbackChain_Call(HOOK_##id); \
+ params(_MUTATOR_HANDLE_NOP, _MUTATOR_HANDLE_PUSHOUT) \
+ params(_MUTATOR_HANDLE_POPTMP, _MUTATOR_HANDLE_NOP) \
+ params(_MUTATOR_HANDLE_NOP, _MUTATOR_HANDLE_POPOUT) \
+ return ret; \
+ } \
+ STATIC_INIT(HOOK_##id) { HOOK_##id = NEW(CallbackChain, #id); }
+#define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__)
+
+enum {
+ MUTATOR_REMOVING,
+ MUTATOR_ADDING,
+ MUTATOR_ROLLING_BACK
+};
+
+typedef bool(int) mutatorfunc_t;
+
+CLASS(Mutator, Object)
+ ATTRIB(Mutator, mutatorname, string, string_null)
+ ATTRIB(Mutator, mutatorfunc, mutatorfunc_t, func_null)
+ CONSTRUCTOR(Mutator, string name, mutatorfunc_t func) {
+ CONSTRUCT(Mutator);
+ this.mutatorname = name;
+ this.mutatorfunc = func;
+ return this;
+ }
+ENDCLASS(Mutator)
+
+const int MAX_MUTATORS = 15;
+Mutator loaded_mutators[MAX_MUTATORS];
+
+bool Mutator_Add(Mutator mut)
+{
+ int j = -1;
+ for (int i = 0; i < MAX_MUTATORS; ++i) {
+ if (loaded_mutators[i] == mut)
+ return true; // already added
+ if (!(loaded_mutators[i]))
+ j = i;
+ }
+ if (j < 0) {
+ backtrace("WARNING: too many mutators, cannot add any more\n");
+ return false;
+ }
+ loaded_mutators[j] = mut;
+ mutatorfunc_t func = mut.mutatorfunc;
+ if (!func(MUTATOR_ADDING)) {
+ // good
+ return true;
+ }
+ backtrace("WARNING: when adding mutator: adding failed, rolling back\n");
+ if (func(MUTATOR_ROLLING_BACK)) {
+ // baaaaad
+ error("WARNING: when adding mutator: rolling back failed");
+ }
+ return false;
+}
+
+void Mutator_Remove(Mutator mut)
+{
+ int i;
+ for (i = 0; i < MAX_MUTATORS; ++i)
+ if (loaded_mutators[i] == mut)
+ break;
+ if (i >= MAX_MUTATORS) {
+ backtrace("WARNING: removing not-added mutator\n");
+ return;
+ }
+ loaded_mutators[i] = NULL;
+ mutatorfunc_t func = mut.mutatorfunc;
+ if (func(MUTATOR_REMOVING)) {
+ // baaaaad
+ error("Mutator_Remove: removing mutator failed");
+ }
+}
+
+#define MUTATOR_DECLARATION(name) \
+ Mutator MUTATOR_##name
+#define MUTATOR_DEFINITION(name) \
+ bool MUTATORFUNCTION_##name(int mode); \
+ STATIC_INIT(MUTATOR_##name) { MUTATOR_##name = NEW(Mutator, #name, MUTATORFUNCTION_##name); } \
+ bool MUTATORFUNCTION_##name(int mode)
+#define MUTATOR_ONADD if (mode == MUTATOR_ADDING)
+#define MUTATOR_ONREMOVE if (mode == MUTATOR_REMOVING)
+#define MUTATOR_ONROLLBACK_OR_REMOVE if (mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
+#define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name)
+#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name)
+#define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
+#define MUTATOR_HOOKFUNCTION(name) \
+ bool HOOKFUNCTION_##name(); \
+ Callback CALLBACK_##name; STATIC_INIT(CALLBACK_##name) { CALLBACK_##name = NEW(Callback, HOOKFUNCTION_##name); } \
+ bool HOOKFUNCTION_##name()
+#define MUTATOR_HOOK(cb, func, order) do { \
+ MUTATOR_ONADD { \
+ if (!CallbackChain_Add(HOOK_##cb, CALLBACK_##func, order)) { \
+ print("HOOK FAILED: ", #cb, ":", #func, "\n"); \
+ return true; \
+ } \
+ } \
+ MUTATOR_ONROLLBACK_OR_REMOVE { \
+ CallbackChain_Remove(HOOK_##cb, CALLBACK_##func); \
+ } \
+} while (0)
+
+#include "events.qh"
+
+#endif
--- /dev/null
+#ifndef COMMON_MUTATORS_EVENTS_H
+#define COMMON_MUTATORS_EVENTS_H
+
+#define EV_NO_ARGS(i, o)
+
+string ret_string;
+
+/** appends ":mutatorname" to ret_string for logging */
+#define EV_BuildMutatorsString(i, o) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/
+MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString);
+
+/** appends ", Mutator name" to ret_string for display */
+#define EV_BuildMutatorsPrettyString(i, o) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/
+MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString);
+
+#endif
#include "t_items.qh"
-#include "mutators/base.qh"
+#include "mutators/events.qh"
#include "mutators/gamemode_race.qh"
#include "../common/constants.qh"
float DistributeEvenly_amount;
float DistributeEvenly_totalweight;
-var void remove(entity e);
void objerror(string s);
void droptofloor();
void() spawnfunc_info_player_deathmatch; // needed for the other spawnpoints
+++ /dev/null
-#include "base.qh"
-#include "../_all.qh"
-
-.bool() cbc_func;
-.entity cbc_next;
-.int cbc_order;
-
-entity CallbackChain_New(string name)
-{
- entity e = spawn();
- e.classname = "callbackchain";
- e.netname = name;
- return e;
-}
-
-bool CallbackChain_Add(entity cb, bool() func, int order)
-{
- if (order & CBC_ORDER_FIRST) {
- if (order & CBC_ORDER_LAST)
- if (cb.cbc_order & CBC_ORDER_ANY)
- return false;
- if (cb.cbc_order & CBC_ORDER_FIRST)
- return false;
- } else if (order & CBC_ORDER_LAST) {
- if (cb.cbc_order & CBC_ORDER_LAST)
- return false;
- }
- entity thiscb = spawn();
- thiscb.classname = "callback";
- thiscb.cbc_func = func;
- thiscb.cbc_order = order;
- if (order & CBC_ORDER_FIRST) {
- thiscb.cbc_next = cb.cbc_next;
- cb.cbc_next = thiscb;
- } else if (order & CBC_ORDER_LAST) {
- entity e = cb;
- while (e.cbc_next) e = e.cbc_next;
- e.cbc_next = thiscb;
- } else {
- // by default we execute last, but before a possible CBC_ORDER_LAST callback
- entity e = cb;
- // we must make sure that we insert BEFORE an CBC_ORDER_LAST mutator!
- while (e.cbc_next && !(e.cbc_next.cbc_order & CBC_ORDER_LAST)) e = e.cbc_next;
- thiscb.cbc_next = e.cbc_next;
- e.cbc_next = thiscb;
- }
- cb.cbc_order |= (order | CBC_ORDER_ANY);
- return true;
-}
-
-int CallbackChain_Remove(entity cb, bool() func)
-{
- int n = 0, order = 0;
- for (entity e = cb; e.cbc_next; e = e.cbc_next) {
- while (e.cbc_next.cbc_func == func) {
- // remove e.cbc_next from the chain
- entity e2 = e.cbc_next.cbc_next;
- remove(e.cbc_next);
- e.cbc_next = e2;
- ++n;
- }
- // e.cbc_next is now something we want to keep
- order |= (e.cbc_next.cbc_order & CBC_ORDER_ANY);
- }
- cb.cbc_order = order;
- return n;
-}
-
-bool CallbackChain_Call(entity cb)
-{
- bool r = false;
- for (entity e = cb; e.cbc_next; e = e.cbc_next) {
- CallbackChain_ReturnValue = r;
- r |= e.cbc_next.cbc_func();
- }
- return r; // callbacks return an error status, so 0 is default return value
-}
-
-const int MAX_MUTATORS = 15;
-string loaded_mutators[MAX_MUTATORS];
-bool Mutator_Add(mutatorfunc_t func, string name)
-{
- int j = -1;
- for (int i = 0; i < MAX_MUTATORS; ++i) {
- if (name == loaded_mutators[i])
- return true; // already added
- if (!(loaded_mutators[i]))
- j = i;
- }
- if (j < 0) {
- backtrace("WARNING: too many mutators, cannot add any more\n");
- return false;
- }
- loaded_mutators[j] = name;
-
- if (!func(MUTATOR_ADDING)) {
- // good
- return true;
- }
-
- backtrace("WARNING: when adding mutator: adding failed, rolling back\n");
-
- if (func(MUTATOR_ROLLING_BACK)) {
- // baaaaad
- error("WARNING: when adding mutator: rolling back failed");
- }
- return false;
-}
-void Mutator_Remove(mutatorfunc_t func, string name)
-{
- int i;
- for (i = 0; i < MAX_MUTATORS; ++i)
- if (name == loaded_mutators[i])
- break;
- if (i >= MAX_MUTATORS) {
- backtrace("WARNING: removing not-added mutator\n");
- return;
- }
- loaded_mutators[i] = string_null;
-
- if (func(MUTATOR_REMOVING) != 0) {
- // baaaaad
- error("Mutator_Remove: removing mutator failed");
- }
-}
+++ /dev/null
-#ifndef MUTATORS_BASE_H
-#define MUTATORS_BASE_H
-const int CBC_ORDER_FIRST = 1;
-const int CBC_ORDER_LAST = 2;
-const int CBC_ORDER_EXCLUSIVE = 3;
-const int CBC_ORDER_ANY = 4;
-
-bool CallbackChain_ReturnValue; // read-only field of the current return value
-
-entity CallbackChain_New(string name);
-bool CallbackChain_Add(entity cb, bool() func, int order);
-int CallbackChain_Remove(entity cb, bool() func);
-// a callback function is like this:
-// bool mycallback(entity me)
-// {
-// do something
-// return false;
-// }
-bool CallbackChain_Call(entity cb);
-
-enum {
- MUTATOR_REMOVING,
- MUTATOR_ADDING,
- MUTATOR_ROLLING_BACK
-};
-typedef bool(int) mutatorfunc_t;
-bool 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, #name)
-#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
-#define MUTATOR_DEFINITION(name) bool MUTATOR_##name(int mode)
-#define MUTATOR_DECLARATION(name) bool MUTATOR_##name(int mode)
-#define MUTATOR_HOOKFUNCTION(name) bool HOOKFUNCTION_##name()
-#define MUTATOR_HOOK(cb, func, order) do { \
- MUTATOR_ONADD { \
- if (!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb); \
- if (!CallbackChain_Add(HOOK_##cb, HOOKFUNCTION_##func, order)) { \
- print("HOOK FAILED: ", #func, "\n"); \
- return true; \
- } \
- } \
- MUTATOR_ONROLLBACK_OR_REMOVE { \
- if (HOOK_##cb) CallbackChain_Remove(HOOK_##cb, HOOKFUNCTION_##func); \
- } \
-} while(0)
-#define MUTATOR_ONADD if (mode == MUTATOR_ADDING)
-#define MUTATOR_ONREMOVE if (mode == MUTATOR_REMOVING)
-#define MUTATOR_ONROLLBACK_OR_REMOVE if (mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
-
-#define _MUTATOR_HOOKABLE(id, ...) entity HOOK_##id; bool __Mutator_Send_##id(__VA_ARGS__)
-#define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__)
-
-#define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
-
-#define HANDLE_NOP(type, id)
-#define HANDLE_PARAMS(type, id) , type in_##id
-#define HANDLE_PREPARE(type, id) id = in_##id;
-#define HANDLE_PUSHTMP(type, id) type tmp_##id = id;
-#define HANDLE_PUSHOUT(type, id) type out_##id = id;
-#define HANDLE_POPTMP(type, id) id = tmp_##id;
-#define HANDLE_POPOUT(type, id) id = out_##id;
-
-#define MUTATOR_HOOKABLE(id, params) \
- _MUTATOR_HOOKABLE(id, int params(HANDLE_PARAMS, HANDLE_NOP)) { \
- params(HANDLE_PUSHTMP, HANDLE_NOP) \
- params(HANDLE_PREPARE, HANDLE_NOP) \
- bool ret = CallbackChain_Call(HOOK_##id); \
- params(HANDLE_NOP, HANDLE_PUSHOUT) \
- params(HANDLE_POPTMP, HANDLE_NOP) \
- params(HANDLE_NOP, HANDLE_POPOUT) \
- return ret; \
- }
-
-
-
-// register all possible hooks here
-// some parameters are commented to avoid duplicate declarations
-
-#define EV_NO_ARGS(i, o)
-
-/** called when a player becomes observer, after shared setup */
-#define EV_MakePlayerObserver(i, o) \
- /**/
-MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
-
-/** */
-#define EV_PutClientInServer(i, o) \
- /** client wanting to spawn */ i(entity, self) \
- /**/
-MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
-
-/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
-#define EV_PlayerSpawn(i, o) \
- /** spot that was used, or world */ i(entity, spawn_spot) \
- /**/
-entity spawn_spot;
-MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
-
-/** called in reset_map */
-#define EV_reset_map_global(i, o) \
- /**/
-MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
-
-/** called in reset_map */
-#define EV_reset_map_players(i, o) \
- /**/
-MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
-
-/** returns 1 if clearing player score shall not be allowed */
-#define EV_ForbidPlayerScore_Clear(i, o) \
- /**/
-MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
-
-/** called when a player disconnects */
-#define EV_ClientDisconnect(i, o) \
- /**/
-MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
-
-/** called when a player dies to e.g. remove stuff he was carrying. */
-#define EV_PlayerDies(i, o) \
- /**/ i(entity, frag_inflictor) \
- /**/ i(entity, frag_attacker) \
- /** same as self */ i(entity, frag_target) \
- /**/ i(int, frag_deathtype) \
- /**/
-entity frag_inflictor;
-entity frag_attacker;
-entity frag_target;
-int frag_deathtype;
-MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
-
-/** 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) \
- /** same as self */ i(entity, frag_attacker) \
- /**/ i(entity, frag_target) \
- /**/ i(float, frag_score) \
- /**/ o(float, frag_score) \
- /**/
-float frag_score;
-MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
-
-/** called when the match ends */
-MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
-
-/** should adjust ret_float to contain the team count */
-#define EV_GetTeamCount(i, o) \
- /**/ i(float, ret_float) \
- /**/ o(float, ret_float) \
- /**/
-float ret_float;
-MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
-
-/** copies variables for spectating "other" to "self" */
-#define EV_SpectateCopy(i, o) \
- /**/ i(entity, other) \
- /**/ i(entity, self) \
- /**/
-MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
-
-/** returns 1 if throwing the current weapon shall not be allowed */
-MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
-
-/** allows changing attack rate */
-#define EV_WeaponRateFactor(i, o) \
- /**/ i(float, weapon_rate) \
- /**/ o(float, weapon_rate) \
- /**/
-float weapon_rate;
-MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
-
-/** allows changing weapon speed (projectiles mostly) */
-#define EV_WeaponSpeedFactor(i, o) \
- /**/ i(float, ret_float) \
- /**/ o(float, ret_float) \
- /**/
-MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
-
-/** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
-MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
-
-/** appends ":mutatorname" to ret_string for logging */
-#define EV_BuildMutatorsString(i, o) \
- /**/ i(string, ret_string) \
- /**/ o(string, ret_string) \
- /**/
-string ret_string;
-MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString);
-
-/** appends ", Mutator name" to ret_string for display */
-#define EV_BuildMutatorsPrettyString(i, o) \
- /**/ i(string, ret_string) \
- /**/ o(string, ret_string) \
- /**/
-MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString);
-
-/** called every frame. customizes the waypoint for spectators */
-#define EV_CustomizeWaypoint(i, o) \
- /** waypoint */ i(entity, self) \
- /** player; other.enemy = spectator */ i(entity, other) \
- /**/
-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);
-
-/** return error to request removal */
-#define EV_TurretSpawn(i, o) \
- /** turret */ i(entity, self) \
- /**/
-MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
-
-/** return error to prevent entity spawn, or modify the entity */
-MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
-
-/** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
-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) \
- /**/ i(string, get_cvars_s) \
- /**/
-float get_cvars_f;
-string get_cvars_s;
-MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
-
-/** can edit any "just fired" projectile */
-#define EV_EditProjectile(i, o) \
- /**/ i(entity, self) \
- /**/ i(entity, other) \
- /**/
-MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
-
-/** called when a monster spawns */
-MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
-
-/** called when a monster dies */
-#define EV_MonsterDies(i, o) \
- /**/ i(entity, frag_attacker) \
- /**/
-MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
-
-/** called when a monster wants to respawn */
-#define EV_MonsterRespawn(i, o) \
- /**/ i(entity, other) \
- /**/
-MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
-
-/** called when a monster is dropping loot */
-#define EV_MonsterDropItem(i, o) \
- /**/ i(entity, other) \
- /**/ o(entity, other) \
- /**/
-.void() monster_loot;
-MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
-
-/**
- * called when a monster moves
- * returning true makes the monster stop
- */
-#define EV_MonsterMove(i, o) \
- /**/ i(float, monster_speed_run) \
- /**/ o(float, monster_speed_run) \
- /**/ i(float, monster_speed_walk) \
- /**/ o(float, monster_speed_walk) \
- /**/ i(entity, monster_target) \
- /**/
-float monster_speed_run;
-float monster_speed_walk;
-entity monster_target;
-MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
-
-/** called when a monster looks for another target */
-MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
-
-/** called to change a random monster to a miniboss */
-MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
-
-/**
- * called when a player tries to spawn a monster
- * return 1 to prevent spawning
- */
-MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
-
-/** called when a player gets damaged to e.g. remove stuff he was carrying. */
-#define EV_PlayerDamage_SplitHealthArmor(i, o) \
- /**/ i(entity, frag_inflictor) \
- /**/ i(entity, frag_attacker) \
- /** same as self */ i(entity, frag_target) \
- /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
- /**/ i(float, damage_take) \
- /**/ o(float, damage_take) \
- /**/ i(float, damage_save) \
- /**/ o(float, damage_save) \
- /**/
-vector damage_force;
-float damage_take;
-float damage_save;
-MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
-
-/**
- * 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).
- */
-#define EV_PlayerDamage_Calculate(i, o) \
- /**/ i(entity, frag_attacker) \
- /**/ i(entity, frag_target) \
- /**/ i(float, frag_deathtype) \
- /**/ i(float, frag_damage) \
- /**/ o(float, frag_damage) \
- /**/ i(float, frag_mirrordamage) \
- /**/ o(float, frag_mirrordamage) \
- /**/ i(vector, frag_force) \
- /**/ o(vector, frag_force) \
- /**/
-float frag_damage;
-float frag_mirrordamage;
-vector frag_force;
-MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
-
-/** 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(int, olditems) \
- /**/
-int olditems;
-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);
-
-/**
- * called when the use key is pressed
- * if MUTATOR_RETURNVALUE is 1, don't do anything
- * return 1 if the use key actually did something
- */
-MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
-
-/**
- * called when a client command is parsed
- * NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
- * NOTE: return 1 if you handled the command, return 0 to continue handling
- * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
- * // example:
- * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
- * {
- * if (MUTATOR_RETURNVALUE) // command was already handled?
- * return false;
- * if (cmd_name == "echocvar" && cmd_argc >= 2)
- * {
- * print(cvar_string(argv(1)), "\n");
- * return true;
- * }
- * if (cmd_name == "echostring" && cmd_argc >= 2)
- * {
- * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
- * return true;
- * }
- * return false;
- * }
- */
-#define EV_SV_ParseClientCommand(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_ParseClientCommand, EV_SV_ParseClientCommand);
-
-/**
- * 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) \
- /** spot to be evaluated */ i(entity, spawn_spot) \
- /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
- /**/ o(vector, spawn_score) \
- /**/
-vector spawn_score;
-MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
-
-/** runs globally each server frame */
-MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
-
-#define EV_SetModname(i, o) \
- /** name of the mutator/mod if it warrants showing as such in the server browser */ \
- o(string, modname) \
- /**/
-MUTATOR_HOOKABLE(SetModname, EV_SetModname);
-
-/**
- * called for each item being spawned on a map, including dropped weapons
- * return 1 to remove an item
- */
-#define EV_Item_Spawn(i, o) \
- /** the item */ i(entity, self) \
- /**/
-MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
-
-#define EV_SetWeaponreplace(i, o) \
- /** map entity */ i(entity, self) \
- /** weapon info */ i(entity, other) \
- /**/ i(string, ret_string) \
- /**/ o(string, ret_string) \
- /**/
-MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
-
-/** called when an item is about to respawn */
-#define EV_Item_RespawnCountdown(i, o) \
- /**/ i(string, item_name) \
- /**/ o(string, item_name) \
- /**/ i(vector, item_color) \
- /**/ o(vector, item_color) \
- /**/
-string item_name;
-vector item_color;
-MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
-
-/** called when a bot checks a target to attack */
-#define EV_BotShouldAttack(i, o) \
- /**/ i(entity, checkentity) \
- /**/
-entity checkentity;
-MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
-
-/**
- * called whenever a player goes through a portal gun teleport
- * 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) \
- /**/
-MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
-
-/**
- * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
- * normally help me ping uses self.waypointsprite_attachedforcarrier,
- * but if your mutator uses something different then you can handle it
- * in a special manner using this hook
- */
-#define EV_HelpMePing(i, o) \
- /** the player who pressed impulse 33 */ i(entity, self) \
- /**/
-MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
-
-/**
- * called when a vehicle initializes
- * return true to remove the vehicle
- */
-MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
-
-/**
- * called when a player enters a vehicle
- * allows mutators to set special settings in this event
- */
-#define EV_VehicleEnter(i, o) \
- /** player */ i(entity, vh_player) \
- /** vehicle */ i(entity, vh_vehicle) \
- /**/
-entity vh_player;
-entity vh_vehicle;
-MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
-
-/**
- * called when a player touches a vehicle
- * return true to stop player from entering the vehicle
- */
-#define EV_VehicleTouch(i, o) \
- /** vehicle */ i(entity, self) \
- /** player */ i(entity, other) \
- /**/
-MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
-
-/**
- * called when a player exits a vehicle
- * allows mutators to set special settings in this event
- */
-#define EV_VehicleExit(i, o) \
- /** player */ i(entity, vh_player) \
- /** vehicle */ i(entity, vh_vehicle) \
- /**/
-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) \
- /**/
-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) \
- /** player */ i(entity, other) \
- /**/
-MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
-
-enum {
- MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
- MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
- MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
-};
-
-/** called at when a player connect */
-#define EV_ClientConnect(i, o) \
- /** player */ i(entity, self) \
- /**/
-MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
-
-#define EV_HavocBot_ChooseRole(i, o) \
- /**/ i(entity, self) \
- /**/
-MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
-
-/** called when a target is checked for accuracy */
-#define EV_AccuracyTargetValid(i, o) \
- /** attacker */ i(entity, frag_attacker) \
- /** target */ i(entity, frag_target) \
- /**/
-MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
-enum {
- MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
- MUT_ACCADD_INVALID, // return this flag to make the function always continue
- MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
-};
-#endif
--- /dev/null
+#ifndef SERVER_MUTATORS_EVENTS_H
+#define SERVER_MUTATORS_EVENTS_H
+
+#include "../../common/mutators/base.qh"
+
+// register all possible hooks here
+
+/** called when a player becomes observer, after shared setup */
+#define EV_MakePlayerObserver(i, o) \
+ /**/
+MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
+
+/** */
+#define EV_PutClientInServer(i, o) \
+ /** client wanting to spawn */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
+
+/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
+#define EV_PlayerSpawn(i, o) \
+ /** spot that was used, or world */ i(entity, spawn_spot) \
+ /**/
+entity spawn_spot;
+MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
+
+/** called in reset_map */
+#define EV_reset_map_global(i, o) \
+ /**/
+MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
+
+/** called in reset_map */
+#define EV_reset_map_players(i, o) \
+ /**/
+MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
+
+/** returns 1 if clearing player score shall not be allowed */
+#define EV_ForbidPlayerScore_Clear(i, o) \
+ /**/
+MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
+
+/** called when a player disconnects */
+#define EV_ClientDisconnect(i, o) \
+ /**/
+MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
+
+/** called when a player dies to e.g. remove stuff he was carrying. */
+#define EV_PlayerDies(i, o) \
+ /**/ i(entity, frag_inflictor) \
+ /**/ i(entity, frag_attacker) \
+ /** same as self */ i(entity, frag_target) \
+ /**/ i(int, frag_deathtype) \
+ /**/
+entity frag_inflictor;
+entity frag_attacker;
+entity frag_target;
+int frag_deathtype;
+MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
+
+/** 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) \
+ /** same as self */ i(entity, frag_attacker) \
+ /**/ i(entity, frag_target) \
+ /**/ i(float, frag_score) \
+ /**/ o(float, frag_score) \
+ /**/
+float frag_score;
+MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
+
+/** called when the match ends */
+MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
+
+/** should adjust ret_float to contain the team count */
+#define EV_GetTeamCount(i, o) \
+ /**/ i(float, ret_float) \
+ /**/ o(float, ret_float) \
+ /**/
+float ret_float;
+MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
+
+/** copies variables for spectating "other" to "self" */
+#define EV_SpectateCopy(i, o) \
+ /**/ i(entity, other) \
+ /**/ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
+
+/** returns 1 if throwing the current weapon shall not be allowed */
+MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
+
+/** allows changing attack rate */
+#define EV_WeaponRateFactor(i, o) \
+ /**/ i(float, weapon_rate) \
+ /**/ o(float, weapon_rate) \
+ /**/
+float weapon_rate;
+MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
+
+/** allows changing weapon speed (projectiles mostly) */
+#define EV_WeaponSpeedFactor(i, o) \
+ /**/ i(float, ret_float) \
+ /**/ o(float, ret_float) \
+ /**/
+MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
+
+/** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
+MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
+
+/** called every frame. customizes the waypoint for spectators */
+#define EV_CustomizeWaypoint(i, o) \
+ /** waypoint */ i(entity, self) \
+ /** player; other.enemy = spectator */ i(entity, other) \
+ /**/
+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);
+
+/** return error to request removal */
+#define EV_TurretSpawn(i, o) \
+ /** turret */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
+
+/** return error to prevent entity spawn, or modify the entity */
+MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
+
+/** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
+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) \
+ /**/ i(string, get_cvars_s) \
+ /**/
+float get_cvars_f;
+string get_cvars_s;
+MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow`
+
+/** can edit any "just fired" projectile */
+#define EV_EditProjectile(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
+
+/** called when a monster spawns */
+MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
+
+/** called when a monster dies */
+#define EV_MonsterDies(i, o) \
+ /**/ i(entity, frag_attacker) \
+ /**/
+MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
+
+/** called when a monster wants to respawn */
+#define EV_MonsterRespawn(i, o) \
+ /**/ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn);
+
+/** called when a monster is dropping loot */
+#define EV_MonsterDropItem(i, o) \
+ /**/ i(entity, other) \
+ /**/ o(entity, other) \
+ /**/
+.void() monster_loot;
+MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
+
+/**
+ * called when a monster moves
+ * returning true makes the monster stop
+ */
+#define EV_MonsterMove(i, o) \
+ /**/ i(float, monster_speed_run) \
+ /**/ o(float, monster_speed_run) \
+ /**/ i(float, monster_speed_walk) \
+ /**/ o(float, monster_speed_walk) \
+ /**/ i(entity, monster_target) \
+ /**/
+float monster_speed_run;
+float monster_speed_walk;
+entity monster_target;
+MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove);
+
+/** called when a monster looks for another target */
+MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
+
+/** called to change a random monster to a miniboss */
+MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
+
+/**
+ * called when a player tries to spawn a monster
+ * return 1 to prevent spawning
+ */
+MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
+
+/** called when a player gets damaged to e.g. remove stuff he was carrying. */
+#define EV_PlayerDamage_SplitHealthArmor(i, o) \
+ /**/ i(entity, frag_inflictor) \
+ /**/ i(entity, frag_attacker) \
+ /** same as self */ i(entity, frag_target) \
+ /** NOTE: this force already HAS been applied */ i(vector, damage_force) \
+ /**/ i(float, damage_take) \
+ /**/ o(float, damage_take) \
+ /**/ i(float, damage_save) \
+ /**/ o(float, damage_save) \
+ /**/
+vector damage_force;
+float damage_take;
+float damage_save;
+MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor);
+
+/**
+ * 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).
+ */
+#define EV_PlayerDamage_Calculate(i, o) \
+ /**/ i(entity, frag_attacker) \
+ /**/ i(entity, frag_target) \
+ /**/ i(float, frag_deathtype) \
+ /**/ i(float, frag_damage) \
+ /**/ o(float, frag_damage) \
+ /**/ i(float, frag_mirrordamage) \
+ /**/ o(float, frag_mirrordamage) \
+ /**/ i(vector, frag_force) \
+ /**/ o(vector, frag_force) \
+ /**/
+float frag_damage;
+float frag_mirrordamage;
+vector frag_force;
+MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
+
+/** 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(int, olditems) \
+ /**/
+int olditems;
+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);
+
+/**
+ * called when the use key is pressed
+ * if MUTATOR_RETURNVALUE is 1, don't do anything
+ * return 1 if the use key actually did something
+ */
+MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
+
+/**
+ * called when a client command is parsed
+ * NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
+ * NOTE: return 1 if you handled the command, return 0 to continue handling
+ * NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
+ * // example:
+ * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
+ * {
+ * if (MUTATOR_RETURNVALUE) // command was already handled?
+ * return false;
+ * if (cmd_name == "echocvar" && cmd_argc >= 2)
+ * {
+ * print(cvar_string(argv(1)), "\n");
+ * return true;
+ * }
+ * if (cmd_name == "echostring" && cmd_argc >= 2)
+ * {
+ * print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
+ * return true;
+ * }
+ * return false;
+ * }
+ */
+#define EV_SV_ParseClientCommand(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_ParseClientCommand, EV_SV_ParseClientCommand);
+
+/**
+ * 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) \
+ /** spot to be evaluated */ i(entity, spawn_spot) \
+ /** _x is priority, _y is "distance" */ i(vector, spawn_score) \
+ /**/ o(vector, spawn_score) \
+ /**/
+vector spawn_score;
+MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score);
+
+/** runs globally each server frame */
+MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
+
+#define EV_SetModname(i, o) \
+ /** name of the mutator/mod if it warrants showing as such in the server browser */ \
+ o(string, modname) \
+ /**/
+MUTATOR_HOOKABLE(SetModname, EV_SetModname);
+
+/**
+ * called for each item being spawned on a map, including dropped weapons
+ * return 1 to remove an item
+ */
+#define EV_Item_Spawn(i, o) \
+ /** the item */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn);
+
+#define EV_SetWeaponreplace(i, o) \
+ /** map entity */ i(entity, self) \
+ /** weapon info */ i(entity, other) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/
+MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace);
+
+/** called when an item is about to respawn */
+#define EV_Item_RespawnCountdown(i, o) \
+ /**/ i(string, item_name) \
+ /**/ o(string, item_name) \
+ /**/ i(vector, item_color) \
+ /**/ o(vector, item_color) \
+ /**/
+string item_name;
+vector item_color;
+MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
+
+/** called when a bot checks a target to attack */
+#define EV_BotShouldAttack(i, o) \
+ /**/ i(entity, checkentity) \
+ /**/
+entity checkentity;
+MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack);
+
+/**
+ * called whenever a player goes through a portal gun teleport
+ * 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) \
+ /**/
+MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport);
+
+/**
+ * called whenever a player uses impulse 33 (help me) in cl_impulse.qc
+ * normally help me ping uses self.waypointsprite_attachedforcarrier,
+ * but if your mutator uses something different then you can handle it
+ * in a special manner using this hook
+ */
+#define EV_HelpMePing(i, o) \
+ /** the player who pressed impulse 33 */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing);
+
+/**
+ * called when a vehicle initializes
+ * return true to remove the vehicle
+ */
+MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
+
+/**
+ * called when a player enters a vehicle
+ * allows mutators to set special settings in this event
+ */
+#define EV_VehicleEnter(i, o) \
+ /** player */ i(entity, vh_player) \
+ /** vehicle */ i(entity, vh_vehicle) \
+ /**/
+entity vh_player;
+entity vh_vehicle;
+MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter);
+
+/**
+ * called when a player touches a vehicle
+ * return true to stop player from entering the vehicle
+ */
+#define EV_VehicleTouch(i, o) \
+ /** vehicle */ i(entity, self) \
+ /** player */ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch);
+
+/**
+ * called when a player exits a vehicle
+ * allows mutators to set special settings in this event
+ */
+#define EV_VehicleExit(i, o) \
+ /** player */ i(entity, vh_player) \
+ /** vehicle */ i(entity, vh_vehicle) \
+ /**/
+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) \
+ /**/
+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) \
+ /** player */ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
+
+enum {
+ MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
+ MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
+ MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
+};
+
+/** called at when a player connect */
+#define EV_ClientConnect(i, o) \
+ /** player */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect);
+
+#define EV_HavocBot_ChooseRole(i, o) \
+ /**/ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole);
+
+/** called when a target is checked for accuracy */
+#define EV_AccuracyTargetValid(i, o) \
+ /** attacker */ i(entity, frag_attacker) \
+ /** target */ i(entity, frag_target) \
+ /**/
+MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid);
+enum {
+ MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
+ MUT_ACCADD_INVALID, // return this flag to make the function always continue
+ MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
+};
+#endif
#ifndef MUTATOR_H
#define MUTATOR_H
-#include "base.qh"
+#include "../../common/mutators/base.qh"
#include "mutator_nades.qh"
#include "../cl_client.qh"
#include "../vehicles/all.qh"
#endif
-#include "base.qc"
+#include "../../common/mutators/base.qh"
#include "gamemode_assault.qc"
#include "gamemode_ca.qc"
#include "gamemode_ctf.qc"
#ifndef MUTATORS_INCLUDE_H
#define MUTATORS_INCLUDE_H
-#include "base.qh"
+#include "../../common/mutators/base.qh"
#include "mutators.qh"
#include "gamemode_assault.qh"
#include "gamemode_ca.qh"
var float(string name) cvar;
var string(string name) cvar_string;
var void(string name, string value) cvar_set;
+var void remove(entity e);
#pragma noref 0