MUTATOR_HOOKABLE(MakePlayerObserver);
// called when a player becomes observer, after shared setup
+MUTATOR_HOOKABLE(PutClientInServer);
+ entity self; // client wanting to spawn
+
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(ForbidPlayerScore_Clear);
+ // returns 1 if clearing player score shall not be allowed
+
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
// appends ", Mutator name" to ret_string for display
// INPUT, OUTPUT:
string ret_string;
+
+MUTATOR_HOOKABLE(CustomizeWaypoint);
+ // called every frame
+ // customizes the waypoint for spectators
+ // INPUT: self = waypoint, other = player, other.enemy = spectator
MUTATOR_HOOKABLE(FilterItem);
// checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
float damage_save;
MUTATOR_HOOKABLE(PlayerDamage_Calculate);
- // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
+ // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
// i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
// INPUT:
entity frag_attacker;
float frag_deathtype;
// INPUT, OUTPUT:
float frag_damage;
+ float frag_mirrordamage;
vector frag_force;
MUTATOR_HOOKABLE(PlayerPowerups);
entity other; // weapon info
// IN+OUT
string ret_string;
+
+MUTATOR_HOOKABLE(Item_RespawnCountdown);
+ // called when an item is about to respawn
+ // INPUT+OUTPUT:
+ string item_name;
+ vector item_color;
+
+MUTATOR_HOOKABLE(BotShouldAttack);
+ // called when a bot checks a target to attack
+ // INPUT
+ entity checkentity;
MUTATOR_HOOKABLE(PortalTeleport);
// called whenever a player goes through a portal gun teleport
// INPUT
entity self; // the player who pressed impulse 33
+MUTATOR_HOOKABLE(VehicleSpawn);
+ // called when a vehicle initializes
+ // return TRUE to remove the vehicle
+
MUTATOR_HOOKABLE(VehicleEnter);
// called when a player enters a vehicle
// allows mutators to set special settings in this event
entity vh_player; // player
entity vh_vehicle; // vehicle
+MUTATOR_HOOKABLE(VehicleTouch);
+ // called when a player touches a vehicle
+ // return TRUE to stop player from entering the vehicle
+ // INPUT
+ entity self; // vehicle
+ entity other; // player
+
MUTATOR_HOOKABLE(VehicleExit);
// called when a player exits a vehicle
// allows mutators to set special settings in this event
// called at when a item is touched. Called early, can edit item properties.
entity self; // item
entity other; // player
+ #define MUT_ITEMTOUCH_CONTINUE 0 // return this flag to make the function continue as normal
+ #define MUT_ITEMTOUCH_RETURN 1 // return this flag to make the function return (handled entirely by mutator)
+ #define MUT_ITEMTOUCH_PICKUP 2 // return this flag to have the item "picked up" and taken even after mutator handled it
MUTATOR_HOOKABLE(ClientConnect);
// called at when a player connect