/**/
MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
-/** called when a weapon sound is about to be played, allows custom paths etc. */
-#define EV_WeaponSound(i, o) \
- /** sound */ i(string, MUTATOR_ARGV_0_string) \
- /** output */ i(string, MUTATOR_ARGV_1_string) \
- /**/ o(string, MUTATOR_ARGV_1_string) \
- /**/
-MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
-
/** called when an item model is about to be set, allows custom paths etc. */
#define EV_ItemModel(i, o) \
/** model */ i(string, MUTATOR_ARGV_0_string) \
/**/ o(float, MUTATOR_ARGV_0_float) \
/** team entity name */ i(string, MUTATOR_ARGV_1_string) \
/**/ o(string, MUTATOR_ARGV_1_string) \
+ /** player checked */ i(entity, MUTATOR_ARGV_2_entity) \
/**/
MUTATOR_HOOKABLE(CheckAllowedTeams, EV_CheckAllowedTeams);
+/** allows overriding best team */
+#define EV_JoinBestTeam(i, o) \
+ /** player checked */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** team number */ i(float, MUTATOR_ARGV_1_float) \
+ /**/ o(float, MUTATOR_ARGV_1_float) \
+ /**/
+MUTATOR_HOOKABLE(JoinBestTeam, EV_JoinBestTeam);
+
/** copies variables for spectating "spectatee" to "this" */
#define EV_SpectateCopy(i, o) \
/** spectatee */ i(entity, MUTATOR_ARGV_0_entity) \
/**/ o(entity, MUTATOR_ARGV_1_entity) \
/* attacker */ i(entity, MUTATOR_ARGV_2_entity) \
/**/
-.void(entity this) monster_loot;
+.entity monster_loot;
MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem);
/**
/** called when an item is about to respawn */
#define EV_Item_RespawnCountdown(i, o) \
- /** item name */ i(string, MUTATOR_ARGV_0_string) \
- /**/ o(string, MUTATOR_ARGV_0_string) \
- /** item colour */ i(vector, MUTATOR_ARGV_1_vector) \
- /**/ o(vector, MUTATOR_ARGV_1_vector) \
+ /** item */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown);
/**/
MUTATOR_HOOKABLE(ClientKill, EV_ClientKill);
+/** called when player is about to be killed during kill command or changing teams */
+#define EV_ClientKill_Now(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(ClientKill_Now, EV_ClientKill_Now);
+
#define EV_FixClientCvars(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
/**/
MUTATOR_HOOKABLE(MonsterModel, EV_MonsterModel);
-/**/
+/**
+ * Called before player changes their team. Return true to block team change.
+ */
#define EV_Player_ChangeTeam(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/** current team */ i(float, MUTATOR_ARGV_1_float) \
/**/
MUTATOR_HOOKABLE(Player_ChangeTeam, EV_Player_ChangeTeam);
+/**
+ * Called after player has changed their team.
+ */
+#define EV_Player_ChangedTeam(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** old team */ i(float, MUTATOR_ARGV_1_float) \
+ /** current team */ i(float, MUTATOR_ARGV_2_float) \
+ /**/
+MUTATOR_HOOKABLE(Player_ChangedTeam, EV_Player_ChangedTeam);
+
+/**
+ * Called when player is about to be killed when changing teams. Return true to block killing.
+ */
+#define EV_Player_ChangeTeamKill(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(Player_ChangeTeamKill, EV_Player_ChangeTeamKill);
+
/**/
#define EV_URI_GetCallback(i, o) \
/** id */ i(float, MUTATOR_ARGV_0_float) \
/** return true to just restart the match, for modes that don't support readyrestart */
MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
+
+/** called when a fusion reactor is validating its target */
+#define EV_FusionReactor_ValidTarget(i, o) \
+ /** turret */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/
+MUTATOR_HOOKABLE(FusionReactor_ValidTarget, EV_FusionReactor_ValidTarget);
+
+enum {
+ MUT_FUSREAC_TARG_CONTINUE, // return this flag to make the function continue as normal
+ MUT_FUSREAC_TARG_VALID, // return this flag to make the function return true (valid target)
+ MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
+};
+
+/** return true to hide the 'teamnumbers are imbalanced' message */
+#define EV_HideTeamNagger(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
+
+/** return true to show a waypoint while the item is spawning */
+#define EV_Item_ScheduleRespawn(i, o) \
+ /** item */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** respawn time */ i(float, MUTATOR_ARGV_1_float) \
+ /**/
+MUTATOR_HOOKABLE(Item_ScheduleRespawn, EV_Item_ScheduleRespawn);
+
+/** called before physics stats are set on a player, allows limited early customization */
+#define EV_PlayerPhysics_UpdateStats(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(PlayerPhysics_UpdateStats, EV_PlayerPhysics_UpdateStats);
+
+/** return true to use your own aim target (or none at all) */
+#define EV_HavocBot_Aim(i, o) \
+ /** bot */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(HavocBot_Aim, EV_HavocBot_Aim);