// "bake" the current animation frame for clones (they don't get clientside animation)
animdecide_load_if_needed(clone);
animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
+
+ MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
}
void player_setupanimsformodel(entity this)
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(ForbidWeaponUse, EV_ForbidWeaponUse);
+
+/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
+#define EV_CopyBody(i, o) \
+ /** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** newly created clone */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** keepvelocity? */ i(bool, MUTATOR_ARGV_2_bool) \
+ /**/
+MUTATOR_HOOKABLE(CopyBody, EV_CopyBody);