/** returns true if dropping the current weapon shall not be allowed at any time including death */
MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_NO_ARGS);
+/** */
+MUTATOR_HOOKABLE(SetDefaultAlpha, EV_NO_ARGS);
+
/** allows changing attack rate */
#define EV_WeaponRateFactor(i, o) \
/**/ i(float, weapon_rate) \
* checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
* return error to request removal
*/
-MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
+#define EV_FilterItem(i, o) \
+ /** the current item */ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(FilterItem, EV_FilterItem);
/** return error to request removal */
#define EV_TurretSpawn(i, o) \
* Called when a player is damaged
*/
#define EV_PlayerDamaged(i, o) \
- /** attacker */ i(entity, mutator_argv_entity_0) \
- /** target */ i(entity, mutator_argv_entity_1) \
- /** health */ i(int, mutator_argv_int_0) \
- /** armor */ i(int, mutator_argv_int_1) \
- /** location */ i(vector, mutator_argv_vector_0) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** health */ i(int, MUTATOR_ARGV_0_int) \
+ /** armor */ i(int, MUTATOR_ARGV_1_int) \
+ /** location */ i(vector, MUTATOR_ARGV_0_vector) \
+ /** deathtype */ i(int, MUTATOR_ARGV_2_int) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
+/**
+ * Called by W_DecreaseAmmo
+ */
+#define EV_W_DecreaseAmmo(i, o) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
+
+/**
+ * Called by W_Reload
+ */
+#define EV_W_Reload(i, o) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
+
/** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
#define EV_PlayerPowerups(i, o) \
/**/ i(entity, __self) \
/**/ i(entity, __self) \
/**/
MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
+
+MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
+
+/** */
+#define EV_PrepareExplosionByDamage(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, frag_attacker) \
+ /**/
+MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
+
+/** called when a monster model is about to be set, allows custom paths etc. */
+#define EV_MonsterModel(i, o) \
+ /**/ i(string, monster_model) \
+ /**/ i(string, monster_model_output) \
+ /**/ o(string, monster_model_output) \
+ /**/
+string monster_model;
+string monster_model_output;
+MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
#endif