// called when a player becomes observer, after shared setup
MUTATOR_HOOKABLE(PlayerSpawn);
+ entity spawn_spot; // spot that was used, or world
// called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
MUTATOR_HOOKABLE(ClientDisconnect);
MUTATOR_HOOKABLE(SV_StartFrame);
// runs globally each server frame
+MUTATOR_HOOKABLE(Spawn_Score);
+ // called when a spawnpoint is being evaluated
+ // return 1 to make the spawnpoint unusable
+ // INPUT
+ entity self; // player wanting to spawn
+ entity spawn_spot; // spot to be evaluated
+ // IN+OUT
+ vector spawn_score; // _x is priority, _y is "distance"