/**/
MUTATOR_HOOKABLE(PM_Physics, EV_PM_Physics);
+/** called when a weapon sound is about to be played, allows custom paths etc. */
+#define EV_WeaponSound(i, o) \
+ /** sound */ i(string, MUTATOR_ARGV_0_string) \
+ /** output */ i(string, MUTATOR_ARGV_1_string) \
+ /**/ o(string, MUTATOR_ARGV_1_string) \
+ /**/
+MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
+
/** called when a weapon model is about to be set, allows custom paths etc. */
#define EV_WeaponModel(i, o) \
/** model */ i(string, MUTATOR_ARGV_0_string) \
string W_Sound(string w_snd)
{
string output = strcat("weapons/", w_snd);
-#ifdef SVQC
- MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
- return M_ARGV(1, string);
-#else
- return output;
-#endif
+ MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
+ return M_ARGV(1, string);
}
string W_Model(string w_mdl)
/**/
MUTATOR_HOOKABLE(PlayHitsound, EV_PlayHitsound);
-/** called when a weapon sound is about to be played, allows custom paths etc. */
-#define EV_WeaponSound(i, o) \
- /** sound */ i(string, MUTATOR_ARGV_0_string) \
- /** output */ i(string, MUTATOR_ARGV_1_string) \
- /**/ o(string, MUTATOR_ARGV_1_string) \
- /**/
-MUTATOR_HOOKABLE(WeaponSound, EV_WeaponSound);
-
/** called when an item model is about to be set, allows custom paths etc. */
#define EV_ItemModel(i, o) \
/** model */ i(string, MUTATOR_ARGV_0_string) \