+/**
+ * called before any player physics, may adjust variables for movement,
+ * is run AFTER bot code and idle checking on the server
+ */
+#define EV_PlayerPhysics(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** ticrate*/ i(float, MUTATOR_ARGV_1_float) \
+ /**/
+MUTATOR_HOOKABLE(PlayerPhysics, EV_PlayerPhysics);
+
+/** called when a player presses the jump key */
+#define EV_PlayerJump(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** jump height */ i(float, MUTATOR_ARGV_1_float) \
+ /**/ o(float, MUTATOR_ARGV_1_float) \
+ /** multijump */ i(bool, MUTATOR_ARGV_2_bool) \
+ /**/ o(bool, MUTATOR_ARGV_2_bool) \
+ /**/
+MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
+
+/** called during player physics, allows adjusting the movement type used */
+#define EV_PM_Physics(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** maxspeed_mod */ i(float, MUTATOR_ARGV_1_float) \
+ /** tick rate */ i(float, MUTATOR_ARGV_2_float) \
+ /**/
+MUTATOR_HOOKABLE(PM_Physics, EV_PM_Physics);
+
+/** called when a weapon model is about to be set, allows custom paths etc. */
+#define EV_WeaponModel(i, o) \
+ /** model */ i(string, MUTATOR_ARGV_0_string) \
+ /** output */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
+ /**/
+MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
+