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(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