/**/
MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
+/** return error to not attack */
+#define EV_TurretFire(i, o) \
+ /** turret */ i(entity, self) \
+ /**/
+MUTATOR_HOOKABLE(TurretFire, EV_TurretFire);
+
+/** return error to not attack */
+#define EV_Turret_CheckFire(i, o) \
+ /**/ i(bool, ret_bool) \
+ /**/ o(bool, ret_bool) \
+ /**/
+bool ret_bool;
+MUTATOR_HOOKABLE(Turret_CheckFire, EV_Turret_CheckFire);
+
/** return error to prevent entity spawn, or modify the entity */
MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
MUT_ACCADD_INVALID, // return this flag to make the function always continue
MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
};
+
+/** Called when clearing the global parameters for a model */
+MUTATOR_HOOKABLE(ClearModelParams, EV_NO_ARGS);
+
+/** Called when getting the global parameters for a model */
+#define EV_GetModelParams(i, o) \
+ /** entity id */ i(string, checkmodel_input) \
+ /** entity id */ i(string, checkmodel_command) \
+ /**/
+string checkmodel_input, checkmodel_command;
+MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
+
+/** called when a bullet has hit a target */
+#define EV_FireBullet_Hit(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(entity, bullet_hit) \
+ /**/ i(vector, bullet_startpos) \
+ /**/ i(vector, bullet_endpos) \
+ /**/ i(float, frag_damage) \
+ /**/ o(float, frag_damage) \
+ /**/
+entity bullet_hit;
+//vector bullet_hitloc; // the end pos matches the hit location, apparently
+vector bullet_startpos;
+vector bullet_endpos;
+//float frag_damage;
+MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
#endif