105#define params(i, o) \
117#define params(i, o) \
128#define params(i, o) \
136#define params(i, o) \
145#define params(i, o) \
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343#define params(i, o) \
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374#define params(i, o) \
375 i(float, get_cvars_f) \
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#define MUTATOR_HOOKABLE(name, params)
void TakeResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Takes an entity some resource but not less than a limit.
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
#define params(i, o)
Called when a client command is parsed NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return fa...
void GetCvars(entity this, entity store, int f)
#define SV_ParseClientCommand
#define PutClientInServer
bool SpectateSet(entity this)
void SpectateCopy(entity this, entity spectatee)
void GetPressedKeys(entity this)
void PlayerUseKey(entity this)
void FixClientCvars(entity e)
bool SpectateNext(entity this)
void FixPlayermodel(entity player)
bool SpectatePrev(entity this)
void Item_ScheduleRespawn(entity e)
void Item_RespawnCountdown(entity this)
@ MUT_FUSREAC_TARG_INVALID
@ MUT_FUSREAC_TARG_CONTINUE
@ MUT_VOTEPARSE_UNACCEPTABLE
void CopyBody(entity this, float keepvelocity)
vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck, bool targetcheck)
void W_PlayStrengthSound(entity player)
void DecodeLevelParms(entity this)
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
float GetResourceLimit(entity e, Resource res_type)
Returns the maximum amount of the given resource.
void GiveResourceWithLimit(entity receiver, Resource res_type, float amount, float limit)
Gives an entity some resource but not more than a limit.
void TeamBalance_GetTeamCounts(entity balance, entity ignore)
Counts the number of players and various other information about each team.
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
int TeamBalance_FindBestTeams(entity balance, entity player, bool use_score)
Returns the bitmask of the teams that will make the game most balanced if the player joins any of the...
entity TeamBalance_GetPlayerForTeamSwitch(int source_team_index, int destination_team_index, bool is_bot)
Returns the player who is the most suitable for switching between the given teams.
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)