// INPUT
entity self; // the player who pressed impulse 33
+MUTATOR_HOOKABLE(VehicleSpawn);
+ // called when a vehicle spawns
+
MUTATOR_HOOKABLE(VehicleEnter);
// called when a player enters a vehicle
// allows mutators to set special settings in this event
return FALSE;
}
+MUTATOR_HOOKFUNCTION(td_DisableVehicles)
+{
+ // you shall not spawn!
+ return TRUE;
+}
+
MUTATOR_HOOKFUNCTION(td_PlayerCommand)
{
if(MUTATOR_RETURNVALUE) { return FALSE; } // command was already handled?
MUTATOR_HOOK(PlayerDies, td_PlayerDies, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDamage_Calculate, td_PlayerDamage_Calculate, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, td_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(VehicleSpawn, td_DisableVehicles, CBC_ORDER_ANY);
MUTATOR_HOOK(SV_ParseClientCommand, td_PlayerCommand, CBC_ORDER_ANY);
MUTATOR_ONADD