/**/
MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
+/** allows overriding the frag centerprint messages */
+#define EV_FragCenterMessage(i, o) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** deathtype */ i(float, MUTATOR_ARGV_2_float) \
+ /** attacker kcount*/ i(int, MUTATOR_ARGV_3_int) \
+ /** targ killcount */ i(int, MUTATOR_ARGV_4_int) \
+ /**/
+MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage);
+
/** called when a player dies to e.g. remove stuff he was carrying */
#define EV_PlayHitsound(i, o) \
/** victim */ i(entity, MUTATOR_ARGV_0_entity) \
/** called when the match ends */
MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
-/** should adjust number to contain the team count */
-#define EV_GetTeamCount(i, o) \
- /** number of teams */ i(float, MUTATOR_ARGV_0_float) \
+/** allows adjusting allowed teams */
+#define EV_CheckAllowedTeams(i, o) \
+ /** mask of teams */ i(float, MUTATOR_ARGV_0_float) \
/**/ o(float, MUTATOR_ARGV_0_float) \
/** team entity name */ i(string, MUTATOR_ARGV_1_string) \
/**/ o(string, MUTATOR_ARGV_1_string) \
/**/
-MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
+MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
/** copies variables for spectating "spectatee" to "this" */
#define EV_SpectateCopy(i, o) \
/** returns true if throwing the current weapon shall not be allowed */
#define EV_ForbidThrowCurrentWeapon(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_ForbidThrowCurrentWeapon);
/** returns true if dropping the current weapon shall not be allowed at any time including death */
#define EV_ForbidDropCurrentWeapon(i, o) \
- /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** weapon id */ i(int, MUTATOR_ARGV_1_int) \
/**/
MUTATOR_HOOKABLE(ForbidDropCurrentWeapon, EV_ForbidDropCurrentWeapon);
* Called by W_DecreaseAmmo
*/
#define EV_W_DecreaseAmmo(i, o) \
- /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** weapon entity */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
#define EV_SetModname(i, o) \
/** name of the mutator/mod if it warrants showing as such in the server browser */ \
+ /**/ i(string, MUTATOR_ARGV_0_string) \
/**/ o(string, MUTATOR_ARGV_0_string) \
/**/
MUTATOR_HOOKABLE(SetModname, EV_SetModname);
/**
* called when a vehicle initializes
- * return true to remove the vehicle
+ * return false to remove the vehicle
*/
-#define EV_VehicleSpawn(i, o) \
+#define EV_VehicleInit(i, o) \
/** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-MUTATOR_HOOKABLE(VehicleSpawn, EV_VehicleSpawn);
+MUTATOR_HOOKABLE(VehicleInit, EV_VehicleInit);
/**
* called when a player enters a vehicle