#define EV_GetTeamCount(i, o) \
/**/ i(float, ret_float) \
/**/ o(float, ret_float) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
/**/
float ret_float;
MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
/** player */ i(entity, other) \
/**/
MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);
+
+#define EV_GetRecords(i, o) \
+ /**/ i(int, record_page) \
+ /**/ i(string, ret_string) \
+ /**/ o(string, ret_string) \
+ /**/
+int record_page;
+MUTATOR_HOOKABLE(GetRecords, EV_GetRecords);
+
+#define EV_Race_FinalCheckpoint(i, o) \
+ /**/ i(entity, race_player) \
+ /**/
+entity race_player;
+MUTATOR_HOOKABLE(Race_FinalCheckpoint, EV_Race_FinalCheckpoint);
+
+/** called when player triggered kill (or is changing teams), return error to not do anything */
+#define EV_ClientKill(i, o) \
+ /** player */ i(entity, __self) \
+ /* kill delay */ i(float, ret_float) \
+ /* kill delay */ o(float, ret_float) \
+ /**/
+MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
+
+#define EV_FixClientCvars(i, o) \
+ /**/ i(entity, fix_client) \
+ /**/
+entity fix_client;
+MUTATOR_HOOKABLE(FixClientCvars, EV_FixClientCvars);
+
+#define EV_SpectateSet(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, spec_player) \
+ /**/
+entity spec_player;
+MUTATOR_HOOKABLE(SpectateSet, EV_SpectateSet);
+
+#define EV_SpectateNext(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, spec_player) \
+ /**/
+MUTATOR_HOOKABLE(SpectateNext, EV_SpectateNext);
+
+#define EV_SpectatePrev(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, spec_player) \
+ /**/ i(entity, spec_first) \
+ /**/
+entity spec_first;
+MUTATOR_HOOKABLE(SpectatePrev, EV_SpectatePrev);
+
+enum {
+ MUT_SPECPREV_CONTINUE, // return this flag to make the function continue as normal
+ MUT_SPECPREV_RETURN, // return this flag to make the function return (handled entirely by mutator)
+ MUT_SPECPREV_FOUND // return this flag to make the function continue without default functions (handled mostly by mutator)
+};
+
+/** called when player triggered kill (or is changing teams), return error to not do anything */
+#define EV_Bot_FixCount(i, o) \
+ /**/ i(int, bot_activerealplayers) \
+ /**/ o(int, bot_activerealplayers) \
+ /**/ i(int, bot_realplayers) \
+ /**/ o(int, bot_realplayers) \
+ /**/
+int bot_activerealplayers;
+int bot_realplayers;
+MUTATOR_HOOKABLE(Bot_FixCount, EV_Bot_FixCount);
+
+#define EV_ClientCommand_Spectate(i, o) \
+ /**/ i(entity, __self) \
+ /**/
+MUTATOR_HOOKABLE(ClientCommand_Spectate, EV_ClientCommand_Spectate);
+
+enum {
+ MUT_SPECCMD_CONTINUE, // return this flag to make the function continue as normal
+ MUT_SPECCMD_RETURN, // return this flag to make the function return (don't spectate)
+ MUT_SPECCMD_FORCE // return this flag to force the player to spectate, even if they're not a player
+};
+
+#define EV_CheckRules_World(i, o) \
+ /* status */ i(float, ret_float) \
+ /* status */ o(float, ret_float) \
+ /* time limit */ i(float, checkrules_timelimit) \
+ /* frag limit */ i(int, checkrules_fraglimit) \
+ /**/
+float checkrules_timelimit;
+int checkrules_fraglimit;
+MUTATOR_HOOKABLE(CheckRules_World, EV_CheckRules_World);
+
+#define EV_WantWeapon(i, o) \
+ /**/ i(entity, want_weaponinfo) \
+ /**/ i(float, ret_float) \
+ /**/ o(float, ret_float) \
+ /**/ i(bool, want_allguns) \
+ /**/ o(bool, want_allguns) \
+ /**/ i(bool, want_mutatorblocked) \
+ /**/ o(bool, want_mutatorblocked) \
+ /**/
+entity want_weaponinfo;
+bool want_allguns;
+bool want_mutatorblocked;
+MUTATOR_HOOKABLE(WantWeapon, EV_WantWeapon);
#endif