/**/ i(string, format_escape) \
/**/ i(string, format_replacement) \
/**/ o(string, format_replacement) \
+ /**/ i(string, format_message) \
/**/
string format_escape;
string format_replacement;
+string format_message;
MUTATOR_HOOKABLE(FormatMessage, EV_FormatMessage);
/** returns 1 if throwing the current weapon shall not be allowed */
* i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
*/
#define EV_PlayerDamage_Calculate(i, o) \
+ /**/ i(entity, frag_inflictor) \
/**/ i(entity, frag_attacker) \
/**/ i(entity, frag_target) \
/**/ i(float, frag_deathtype) \
string cmd_string;
MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand);
+/** please read EV_SV_ParseClientCommand description before using */
+#define EV_SV_ParseServerCommand(i, o) \
+ /** command name */ i(string, cmd_name) \
+ /** also, argv() can be used */ i(int, cmd_argc) \
+ /** whole command, use only if you really have to */ i(string, cmd_string) \
+ /**/
+//string cmd_name;
+//int cmd_argc;
+//string cmd_string;
+MUTATOR_HOOKABLE(SV_ParseServerCommand, EV_SV_ParseServerCommand);
+
/**
* called when a spawnpoint is being evaluated
* return 1 to make the spawnpoint unusable
#define EV_FixPlayermodel(i, o) \
/**/ i(string, ret_string) \
/**/ o(string, ret_string) \
+ /**/ i(int, ret_int) \
+ /**/ o(int, ret_int) \
/**/
+int ret_int;
MUTATOR_HOOKABLE(FixPlayermodel, EV_FixPlayermodel);
/** Return error to play frag remaining announcements */
MUTATOR_HOOKABLE(Scores_CountFragsRemaining, EV_NO_ARGS);
+
+#define EV_GrappleHookThink(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(int, hook_tarzan) \
+ /**/ o(int, hook_tarzan) \
+ /**/ i(entity, hook_pullentity) \
+ /**/ o(entity, hook_pullentity) \
+ /**/ i(float, hook_velmultiplier) \
+ /**/ o(float, hook_velmultiplier) \
+ /**/
+int hook_tarzan;
+entity hook_pullentity;
+float hook_velmultiplier;
+MUTATOR_HOOKABLE(GrappleHookThink, EV_GrappleHookThink);
+
+#define EV_BuffModel_Customize(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(entity, buff_player) \
+ /**/
+entity buff_player;
+MUTATOR_HOOKABLE(BuffModel_Customize, EV_BuffModel_Customize);
+
+/** called at when a buff is touched. Called early, can edit buff properties. */
+#define EV_BuffTouch(i, o) \
+ /** item */ i(entity, self) \
+ /** player */ i(entity, other) \
+ /**/
+MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
#endif