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(reset_map_global);
+ // called in reset_map
+
+MUTATOR_HOOKABLE(reset_map_players);
+ // called in reset_map
+
MUTATOR_HOOKABLE(ClientDisconnect);
// called when a player disconnects
entity frag_inflictor;
entity frag_attacker;
entity frag_target; // same as self
+ float frag_deathtype;
MUTATOR_HOOKABLE(GiveFragsForKill);
// called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
// called when a player enters a vehicle
// allows mutators to set special settings in this event
// INPUT
- entity other; // player
- entity self; // vehicle
+ entity vh_player; // player
+ entity vh_vehicle; // vehicle
MUTATOR_HOOKABLE(VehicleExit);
// called when a player exits a vehicle
// allows mutators to set special settings in this event
// INPUT
- entity other; // player
- entity self; // vehicle
+ entity vh_player; // player
+ entity vh_vehicle; // vehicle
MUTATOR_HOOKABLE(AbortSpeedrun);
// called when a speedrun is aborted and the player is teleported back to start position
// INPUT
- entity self; // player
\ No newline at end of file
+ entity self; // player
+
+MUTATOR_HOOKABLE(ItemTouch);
+ // called at when a item is touched. Called early, can edit item properties.
+ entity self; // item
+ entity other; // player
+
+MUTATOR_HOOKABLE(ClientConnect);
+ // called at when a player connect
+ entity self; // player
+
+MUTATOR_HOOKABLE(HavocBot_ChooseRule);
+ entity self;