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
// INPUT+OUTPUT:
string item_name;
vector item_color;
-
-MUTATOR_HOOKABLE(Item_GiveTo);
- // called when an item is given to a player
- entity giveitem;
- float player_wswitch;
- float player_pickedup;
MUTATOR_HOOKABLE(BotShouldAttack);
// called when a bot checks a target to attack
// 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