int frag_deathtype;
MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
-/** called when a player dies to e.g. remove stuff he was carrying. */
+/** called when a player dies to e.g. remove stuff he was carrying */
#define EV_PlayHitsound(i, o) \
/**/ i(entity, frag_victim) \
/**/
entity frag_victim;
MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
+/** called when a weapon sound is about to be played, allows custom paths etc. */
+#define EV_WeaponSound(i, o) \
+ /**/ i(string, weapon_sound) \
+ /**/ i(string, weapon_sound_output) \
+ /**/ o(string, weapon_sound_output) \
+ /**/
+string weapon_sound;
+string weapon_sound_output;
+MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
+
+/** called when a weapon model is about to be set, allows custom paths etc. */
+#define EV_WeaponModel(i, o) \
+ /**/ i(string, weapon_model) \
+ /**/ i(string, weapon_model_output) \
+ /**/ o(string, weapon_model_output) \
+ /**/
+string weapon_model;
+string weapon_model_output;
+MUTATOR_HOOKABLE(WeaponModel, EV_WeaponModel);
+
/** called when a player presses the jump key */
#define EV_PlayerJump(i, o) \
/**/ i(float, player_multijump) \