/** return true to show the physics HUD panel when optional mode is enabled */
MUTATOR_HOOKABLE(HUD_Physics_showoptional, EV_NO_ARGS);
+/** return true to show the strafehud when optional mode is enabled */
+MUTATOR_HOOKABLE(HUD_StrafeHUD_showoptional, EV_NO_ARGS);
+
/** return true to hide the score HUD panel */
MUTATOR_HOOKABLE(HUD_Score_show, EV_NO_ARGS);
/** Return true to not draw scoreboard */
MUTATOR_HOOKABLE(DrawScoreboard, EV_NO_ARGS);
+/** Return true to force showing of the scoreboard */
+MUTATOR_HOOKABLE(DrawScoreboard_Force, EV_NO_ARGS);
+
/** Return true to not draw scoreboard while dead */
MUTATOR_HOOKABLE(DrawDeathScoreboard, EV_NO_ARGS);
/** Return true to not show accuracy stats in the scoreboard */
MUTATOR_HOOKABLE(DrawScoreboardAccuracy, EV_NO_ARGS);
+/** Return true to not show item pickup stats in the scoreboard */
+MUTATOR_HOOKABLE(DrawScoreboardItemStats, EV_NO_ARGS);
+
/** Called when drawing info messages, allows adding new info messages. Return true to hide the standard join message */
#define EV_DrawInfoMessages(i, o) \
/** pos */ i(vector, MUTATOR_ARGV_0_vector) \
/** Called when updating the view's liquid contents, return true to disable the standard checks and apply your own */
MUTATOR_HOOKABLE(HUD_Contents, EV_NO_ARGS);
-/** Return true to disable player model/color forcing */
+/** Return true to disable player model forcing */
#define EV_ForcePlayermodels_Skip(i, o) \
/** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
/** is local */ i(bool, MUTATOR_ARGV_1_bool) \
/**/
MUTATOR_HOOKABLE(ForcePlayermodels_Skip, EV_ForcePlayermodels_Skip);
+/** Return true to disable player color forcing */
+#define EV_ForcePlayercolors_Skip(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** is local */ i(bool, MUTATOR_ARGV_1_bool) \
+ /**/
+MUTATOR_HOOKABLE(ForcePlayercolors_Skip, EV_ForcePlayercolors_Skip);
+
/** Called when damage info is received on the client, useful for playing explosion effects */
#define EV_DamageInfo(i, o) \
/** entity id */ i(entity, MUTATOR_ARGV_0_entity) \