* Called when a player is damaged
*/
#define EV_PlayerDamaged(i, o) \
- /** attacker */ i(entity, mutator_argv_entity_0) \
- /** target */ i(entity, mutator_argv_entity_1) \
- /** 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) \
+ /** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** health */ i(int, MUTATOR_ARGV_0_int) \
+ /** armor */ i(int, MUTATOR_ARGV_1_int) \
+ /** location */ i(vector, MUTATOR_ARGV_0_vector) \
+ /** deathtype */ i(int, MUTATOR_ARGV_2_int) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
+/**
+ * Called by W_DecreaseAmmo
+ */
+#define EV_W_DecreaseAmmo(i, o) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(W_DecreaseAmmo, EV_W_DecreaseAmmo);
+
+/**
+ * Called by W_Reload
+ */
+#define EV_W_Reload(i, o) \
+ /** actor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(W_Reload, EV_W_Reload);
+
/** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
#define EV_PlayerPowerups(i, o) \
/**/ i(entity, __self) \