ret = -1; // just hide the message completely
}
- MUTATOR_CALLHOOK(ChatMessage, source, ret);
+ MUTATOR_CALLHOOK(ChatMessage, source, ret, sourcemsgstr);
ret = M_ARGV(1, int);
string event_log_msg = "";
missile.hook_start = missile.hook_end = missile.origin;
Net_LinkEntity(missile, false, 0, GrapplingHookSend);
+
+ MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}
// NOTE: using PRECACHE here to make sure it's called after everything else
/** sender */ i(entity, MUTATOR_ARGV_0_entity) \
/** ret */ i(int, MUTATOR_ARGV_1_int) \
/**/ o(int, MUTATOR_ARGV_1_int) \
+ /** message */ i(string, MUTATOR_ARGV_2_string) \
/**/
MUTATOR_HOOKABLE(ChatMessage, EV_ChatMessage);