// called when a player presses the jump key
// INPUT, OUTPUT:
float player_multijump;
+ float player_jumpheight;
MUTATOR_HOOKABLE(GiveFragsForKill);
// called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
// returns 1 if throwing the current weapon shall not be allowed
+MUTATOR_HOOKABLE(WeaponRateFactor);
+ // allows changing attack rate
+ // INPUT, OUTPUT:
+ float weapon_rate;
+
MUTATOR_HOOKABLE(SetStartItems);
- // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
+ // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
MUTATOR_HOOKABLE(BuildMutatorsString);
// appends ":mutatorname" to ret_string for logging
// INPUT:
entity self;
entity other;
-
+
MUTATOR_HOOKABLE(MonsterSpawn);
// called when a monster spawns
-
+
MUTATOR_HOOKABLE(MonsterDies);
// called when a monster dies
// INPUT:
entity frag_attacker;
-
+
MUTATOR_HOOKABLE(MonsterRespawn);
// called when a monster wants to respawn
// INPUT:
entity other;
-
+
MUTATOR_HOOKABLE(MonsterDropItem);
// called when a monster is dropping loot
// INPUT, OUTPUT:
.void() monster_loot;
entity other;
-
+
MUTATOR_HOOKABLE(MonsterMove);
// called when a monster moves
// returning TRUE makes the monster stop
float monster_speed_run;
float monster_speed_walk;
entity monster_target;
-
+
MUTATOR_HOOKABLE(MonsterFindTarget);
// called when a monster looks for another target
-
+
MUTATOR_HOOKABLE(MonsterCheckBossFlag);
// called to change a random monster to a miniboss
MUTATOR_HOOKABLE(PlayerRegen);
// called every player think frame
// return 1 to disable regen
+ // INPUT, OUTPUT:
+ float regen_mod_max;
+ float regen_mod_regen;
+ float regen_mod_rot;
+ float regen_mod_limit;
MUTATOR_HOOKABLE(PlayerUseKey);
// called when the use key is pressed
// called at when a player connect
entity self; // player
-MUTATOR_HOOKABLE(HavocBot_ChooseRule);
+MUTATOR_HOOKABLE(HavocBot_ChooseRole);
entity self;
MUTATOR_HOOKABLE(AccuracyTargetValid);