}
void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
{
+ if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
+ goto skipforcemodels;
+
// FORCEMODEL
// which one is ALWAYS good?
if (!forceplayermodels_goodmodel)
this.colormap = player_localnum + 1;
}
+ LABEL(skipforcemodels)
+
// GLOWMOD AND DEATH FADING
if(this.colormap > 0)
this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
/** Called when updating the view's liquid contents, return true to disable the standard checks and apply your own */
MUTATOR_HOOKABLE(HUD_Contents, EV_NO_ARGS);
+
+/** Return true to disable player model/color forcing */
+#define EV_ForcePlayermodels_Skip(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** is local */ i(bool, MUTATOR_ARGV_1_bool) \
+ /**/
+MUTATOR_HOOKABLE(ForcePlayermodels_Skip, EV_ForcePlayermodels_Skip);