/**
* Called when a player is damaged
+ * Returns true if damage shouldn't be logged
*/
#define EV_PlayerDamaged(i, o) \
/** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
/** location */ i(vector, MUTATOR_ARGV_4_vector) \
/** deathtype */ i(int, MUTATOR_ARGV_5_int) \
/** potential_damage */ i(float, MUTATOR_ARGV_6_float) \
- /** forbid_damage_logging */ o(bool, MUTATOR_ARGV_0_bool) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);