#include <common/mutators/base.qh>
+// register all possible hooks here
+
+// to use a hook, first register your mutator using REGISTER_MUTATOR
+// then create your function using MUTATOR_HOOKFUNCTION
+
/**
* Called when a client command is parsed
* NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
MUTATOR_HOOKABLE(HUD_Powerups_add, EV_NO_ARGS);
+/** return true to show the physics HUD panel when optional mode is enabled */
+MUTATOR_HOOKABLE(HUD_Physics_showoptional, EV_NO_ARGS);
+
+/** return true to hide the score HUD panel */
+MUTATOR_HOOKABLE(HUD_Score_show, EV_NO_ARGS);
+
/** Return true to not draw any vortex beam */
#define EV_Particles_VortexBeam(i, o) \
/** beam shot origin */ i(vector, MUTATOR_ARGV_0_vector) \
/** Return true to not draw scoreboard */
MUTATOR_HOOKABLE(DrawScoreboard, EV_NO_ARGS);
-/** Called when drawing info messages, allows adding new info messages */
+/** Return true to not draw scoreboard while dead */
+MUTATOR_HOOKABLE(DrawDeathScoreboard, EV_NO_ARGS);
+
+/** Return true to not show accuracy stats in the scoreboard */
+MUTATOR_HOOKABLE(DrawScoreboardAccuracy, EV_NO_ARGS);
+
+/** Called when drawing info messages, allows adding new info messages. Return true to hide the standard join message */
#define EV_DrawInfoMessages(i, o) \
/** pos */ i(vector, MUTATOR_ARGV_0_vector) \
+ /***/ o(vector, MUTATOR_ARGV_0_vector) \
/** mySize */ i(vector, MUTATOR_ARGV_1_vector) \
+ /** img_curr_group */ i(int, MUTATOR_ARGV_2_int) \
+ /***/ o(int, MUTATOR_ARGV_2_int) \
/**/
MUTATOR_HOOKABLE(DrawInfoMessages, EV_DrawInfoMessages);
+
+/** Called when the view model is being animated (setorigin is called after the hook, so you only need to modify origin here if desired) */
+#define EV_DrawViewModel(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(DrawViewModel, EV_DrawViewModel);
+
+/** Called when updating the view's liquid contents, return true to disable the standard checks and apply your own */
+MUTATOR_HOOKABLE(HUD_Contents, EV_NO_ARGS);
+
+/** Return true to disable player model/color forcing */
+#define EV_ForcePlayermodels_Skip(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** is local */ i(bool, MUTATOR_ARGV_1_bool) \
+ /**/
+MUTATOR_HOOKABLE(ForcePlayermodels_Skip, EV_ForcePlayermodels_Skip);
+
+/** Called when damage info is received on the client, useful for playing explosion effects */
+#define EV_DamageInfo(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** death type */ i(int, MUTATOR_ARGV_1_int) \
+ /** hit origin */ i(vector, MUTATOR_ARGV_2_vector) \
+ /**/
+MUTATOR_HOOKABLE(DamageInfo, EV_DamageInfo);
+
+/** Return true to not draw zoom reticle */
+MUTATOR_HOOKABLE(DrawReticle, EV_NO_ARGS);
+
+/** Return true to show leaderboard rankings, needs title argument set */
+#define EV_ShowRankings(i, o) \
+ /** rankings title */ o(string, MUTATOR_ARGV_0_string) \
+ /**/
+MUTATOR_HOOKABLE(ShowRankings, EV_ShowRankings);
+
+/** Called when drawing a player's nameplate, return true to hide it */
+#define EV_ShowNames_Draw(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** alpha */ i(float, MUTATOR_ARGV_1_float) \
+ /***/ o(float, MUTATOR_ARGV_1_float) \
+ /**/
+MUTATOR_HOOKABLE(ShowNames_Draw, EV_ShowNames_Draw);
+
+/** Return true to display the race timer HUD panel */
+MUTATOR_HOOKABLE(ShowRaceTimer, EV_NO_ARGS);