// 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(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 the use key is pressed
// if MUTATOR_RETURNVALUE is 1, don't do anything
// return 1 if the use key actually did something
+
+MUTATOR_HOOKABLE(SV_ParseClientCommand);
+ // called when a client command is parsed
+ // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
+ // NOTE: return 1 if you handled the command, return 0 to continue handling
+ // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
+ // INPUT
+ string cmd_name; // command name
+ float cmd_argc; // also, argv() can be used
+ string cmd_string; // whole command, use only if you really have to
+ /*
+ // example:
+ MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
+ {
+ if(MUTATOR_RETURNVALUE) // command was already handled?
+ return 0;
+ if(cmd_name == "echocvar" && cmd_argc >= 2)
+ {
+ print(cvar_string(argv(1)), "\n");
+ return 1;
+ }
+ if(cmd_name == "echostring" && cmd_argc >= 2)
+ {
+ print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
+ return 1;
+ }
+ return 0;
+ }
+ */
+
+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"
+
+MUTATOR_HOOKABLE(SV_StartFrame);
+ // runs globally each server frame
+
+MUTATOR_HOOKABLE(SetModname);
+ // OUT
+ string modname; // name of the mutator/mod if it warrants showing as such in the server browser
+
+MUTATOR_HOOKABLE(SetWeaponreplace);
+ // IN
+ entity self; // map entity
+ entity other; // weapon info
+ // IN+OUT
+ string ret_string;
+
+MUTATOR_HOOKABLE(PortalTeleport);
+ // called whenever a player goes through a portal gun teleport
+ // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
+ // INPUT
+ entity self;
+
+MUTATOR_HOOKABLE(HelpMePing);
+ // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
+ // normally help me ping uses self.waypointsprite_attachedforcarrier,
+ // but if your mutator uses something different then you can handle it
+ // in a special manner using this hook
+ // INPUT
+ entity self; // the player who pressed impulse 33
+
+MUTATOR_HOOKABLE(VehicleEnter);
+ // called when a player enters a vehicle
+ // allows mutators to set special settings in this event
+ // INPUT
+ 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 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
+
+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;