this.health = start_health;
this.armorvalue = start_armorvalue;
this.weapons = start_weapons;
- if (MUTATOR_CALLHOOK(ShouldGiveRandomStartWeapons, this) == false)
+ if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
{
GiveRandomWeapons(this, random_start_weapons_count,
autocvar_g_random_start_weapons, random_start_ammo);
MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn);
/** called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. */
-#define EV_ShouldGiveRandomStartWeapons(i, o) \
+#define EV_ForbidRandomStartWeapons(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
-MUTATOR_HOOKABLE(ShouldGiveRandomStartWeapons, EV_ShouldGiveRandomStartWeapons);
+MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons);
/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
#define EV_PlayerSpawn(i, o) \