/**/
MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
+/** called before any formatting is applied, handy for tweaking the message before scripts get ahold of it */
+#define EV_PreFormatMessage(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** message */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
+ /**/
+MUTATOR_HOOKABLE(PreFormatMessage, EV_PreFormatMessage);
+
/** returns true if throwing the current weapon shall not be allowed */
#define EV_ForbidThrowCurrentWeapon(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/** armor */ i(float, MUTATOR_ARGV_3_float) \
/** location */ i(vector, MUTATOR_ARGV_4_vector) \
/** deathtype */ i(int, MUTATOR_ARGV_5_int) \
+ /** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);