* 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) \
/** health */ i(int, mutator_argv_int_0) \
/** armor */ i(int, mutator_argv_int_1) \
/** location */ i(vector, mutator_argv_vector_0) \
+ /** deathtype */ i(int, mutator_argv_int_2) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
/**/ 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);
#endif