/* Called when the crosshair is being updated */
MUTATOR_HOOKABLE(UpdateCrosshair, EV_NO_ARGS);
-/**
- * Called when a temp entity is parsed
- * NOTE: hooks MUST start with:
- * if (MUTATOR_RETURNVALUE) return;
- * if (!ReadMutatorEquals(mutator_argv_int_0, name_of_mutator)) return;
- * return = true;
- */
-#define EV_CSQC_Parse_TempEntity(i, o) \
- /** mutator id */ i(int, mutator_argv_int_0) \
- /**/
-MUTATOR_HOOKABLE(CSQC_Parse_TempEntity, EV_CSQC_Parse_TempEntity);
-
-/**
- * Called when a shared entity is updated
- * if (MUTATOR_RETURNVALUE) return;
- * if (!ReadMutatorEquals(mutator_argv_int_0, name_of_mutator)) return;
- * return = true;
- */
-#define EV_CSQC_Ent_Update(i, o) \
- /** mutator id */ i(int, mutator_argv_int_0) \
- /** bIsNewEntity */ i(bool, mutator_argv_bool_0) \
- /**/
-MUTATOR_HOOKABLE(CSQC_Ent_Update, EV_CSQC_Ent_Update);
-
/** Called when a projectile is linked with CSQC */
#define EV_Ent_Projectile(i, o) \
/** entity id */ i(entity, __self) \
string checkmodel_input, checkmodel_command;
MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
-/** called when a player presses the jump key */
-#define EV_PlayerJump(i, o) \
- /**/ i(float, player_multijump) \
- /**/ i(float, player_jumpheight) \
- /**/ o(float, player_multijump) \
- /**/ o(float, player_jumpheight) \
- /**/
-float player_multijump;
-float player_jumpheight;
-MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
-
/** Called checking if 3rd person mode should be forced on */
#define EV_WantEventchase(i, o) \
/** entity id */ i(entity, __self) \
MUTATOR_HOOKABLE(AnnouncerOption, EV_AnnouncerOption);
MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
+
+#define EV_HUD_Draw_overlay(i, o) \
+ /**/ o(vector, MUTATOR_ARGV_0_vector) \
+ /**/ o(float, MUTATOR_ARGV_0_float) \
+ /**/
+MUTATOR_HOOKABLE(HUD_Draw_overlay, EV_HUD_Draw_overlay);
+
+MUTATOR_HOOKABLE(HUD_Powerups_add, EV_NO_ARGS);
+
+/** Return true to not draw any vortex beam */
+#define EV_Particles_VortexBeam(i, o) \
+ /**/ i(vector, vbeam_shotorg) \
+ /**/ i(vector, vbeam_endpos) \
+ /**/
+vector vbeam_shotorg;
+vector vbeam_endpos;
+MUTATOR_HOOKABLE(Particles_VortexBeam, EV_Particles_VortexBeam);
+
+/** Return true to not draw any impact effect */
+#define EV_Weapon_ImpactEffect(i, o) \
+ /**/ i(entity, w_hitwep) \
+ /**/
+entity w_hitwep;
+MUTATOR_HOOKABLE(Weapon_ImpactEffect, EV_Weapon_ImpactEffect);
+
+/* NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false;
+*/
+#define EV_HUD_Command(i, o) \
+ /** also, argv() can be used */ i(int, cmd_argc) \
+ /**/
+MUTATOR_HOOKABLE(HUD_Command, EV_HUD_Command);
+
#endif