+
+MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
+
+/** */
+#define EV_PrepareExplosionByDamage(i, o) \
+ /** projectile */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/
+MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
+
+/** called when a monster model is about to be set, allows custom paths etc. */
+#define EV_MonsterModel(i, o) \
+ /** model */ i(string, MUTATOR_ARGV_0_string) \
+ /** output */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
+ /**/
+MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
+
+/**/
+#define EV_Player_ChangeTeam(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** current team */ i(float, MUTATOR_ARGV_1_float) \
+ /** new team */ i(float, MUTATOR_ARGV_2_float) \
+ /**/
+MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
+
+/**/
+#define EV_URI_GetCallback(i, o) \
+ /** id */ i(float, MUTATOR_ARGV_0_float) \
+ /** status */ i(float, MUTATOR_ARGV_1_float) \
+ /** data */ i(string, MUTATOR_ARGV_2_string) \
+ /**/
+MUTATOR_HOOKABLE(URI_GetCallback, EV_URI_GetCallback);
+
+/**
+ * return true to prevent weapon use for a player
+ */
+ #define EV_ForbidWeaponUse(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
+
+/** called when creating a clone of the player (usually for corpses that stay after the player has re-spawned) */
+#define EV_CopyBody(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
+ /**/
+MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);