/**/
MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
+/** returns true if client should be put as player on connection */
+#define EV_AutoJoinOnConnection(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(AutoJoinOnConnection, EV_AutoJoinOnConnection);
+
/** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
#define EV_ForbidRandomStartWeapons(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \
/** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \
/** force */ i(vector, MUTATOR_ARGV_6_vector) \
- /** force */ o(vector, MUTATOR_ARGV_6_vector) \
+ /** force */ o(vector, MUTATOR_ARGV_6_vector) \
+ /** weapon entity */ i(entity, MUTATOR_ARGV_7_entity) \
/**/
MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);