/**/
MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
+/** returns true if client should be put as player on connection */
+#define EV_AutoJoinOnConnection(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(AutoJoinOnConnection, EV_AutoJoinOnConnection);
+
/** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
#define EV_ForbidRandomStartWeapons(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/** target */ i(entity, MUTATOR_ARGV_1_entity) \
/** frag score */ i(float, MUTATOR_ARGV_2_float) \
/** */ o(float, MUTATOR_ARGV_2_float) \
+ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
+ /** wep entity */ i(entity, MUTATOR_ARGV_4_entity) \
/**/
MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
MUTATOR_HOOKABLE(FilterItemDefinition, EV_FilterItemDefinition);
/**
- * checks if the current item may be spawned (.items and .weapons may be read and written to, as well as the ammo_ fields)
+ * checks if the current item may be spawned (.items may be read and written to, as well as the ammo_ fields)
* return error to request removal
*/
#define EV_FilterItem(i, o) \