/**/
MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
+/**
+ * return true to prevent a spectator/observer to spawn as player
+ */
+ #define EV_ForbidSpawn(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
+
/** 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) \
/** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
+/** allows overriding the frag centerprint messages */
+#define EV_FragCenterMessage(i, o) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
+ /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
+ /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
+ /**/
+MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
+
/** called when a player dies to e.g. remove stuff he was carrying */
#define EV_PlayHitsound(i, o) \
/** victim */ i(entity, MUTATOR_ARGV_0_entity) \
/** called when the match ends */
MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
-/** should adjust number to contain the team count */
-#define EV_GetTeamCount(i, o) \
- /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
+/** allows adjusting allowed teams */
+#define EV_CheckAllowedTeams(i, o) \
+ /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
/**/ o(float, MUTATOR_ARGV_0_float) \
/** team entity name */ i(string, MUTATOR_ARGV_1_string) \
/**/ o(string, MUTATOR_ARGV_1_string) \
/**/
-MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
+MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
/** copies variables for spectating "spectatee" to "this" */
#define EV_SpectateCopy(i, o) \
/**
* called when a vehicle initializes
- * return true to remove the vehicle
+ * return false to remove the vehicle
*/
-#define EV_VehicleSpawn(i, o) \
+#define EV_VehicleInit(i, o) \
/** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
+MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
/**
* called when a player enters a vehicle
/**/
MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
-/** called when creating a clone of player (usually for corpses that stay after the player has re-spawned) */
+/** 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) \