// called when a player becomes observer, after shared setup
MUTATOR_HOOKABLE(PlayerSpawn);
+ entity spawn_spot; // spot that was used, or world
// called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
MUTATOR_HOOKABLE(ClientDisconnect);
}
*/
+MUTATOR_HOOKABLE(SV_StartFrame);
+ // runs globally each server frame
MUTATOR_HOOKABLE(Spawn_Score);
// called when a spawnpoint is being evaluated
// return 1 to make the spawnpoint unusable
// INPUT
entity self; // player wanting to spawn
+ entity spawn_spot; // spot to be evaluated
// IN+OUT
vector spawn_score; // _x is priority, _y is "distance"