Xonotic
events.qh File Reference
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Macros

#define EV_AnnouncerOption(i, o)
 
#define EV_CSQC_ConsoleCommand(i, o)
 Called when a client command is parsed NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false; NOTE: return true if you handled the command, return false to continue handling NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize() // example: MUTATOR_HOOKFUNCTION(foo, CSQC_ConsoleCommand) { if (MUTATOR_RETURNVALUE) return false; // command was already handled string cmd_name = M_ARGV(0, string); int cmd_argc = M_ARGV(1, int); if (cmd_name == "echocvar" && cmd_argc >= 2) { print(cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }. More...
 
#define EV_CustomizeEventchase(i, o)
 allow customizing 3rd person mode effect More...
 
#define EV_DamageInfo(i, o)
 Called when damage info is received on the client, useful for playing explosion effects. More...
 
#define EV_DrawGrapplingHook(i, o)
 Draw the grapple hook, allows changing hook texture and colour. More...
 
#define EV_DrawInfoMessages(i, o)
 Called when drawing info messages, allows adding new info messages. More...
 
#define EV_DrawViewModel(i, o)   /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when the view model is being animated (setorigin is called after the hook, so you only need to modify origin here if desired) More...
 
#define EV_EditProjectile(i, o)   /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when a projectile's properties are being modified. More...
 
#define EV_Ent_Projectile(i, o)   /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when a projectile is linked with CSQC. More...
 
#define EV_Ent_Update(i, o)
 Called when an entity is updated (either by SVQC networking or PVS) More...
 
#define EV_ForcePlayercolors_Skip(i, o)
 Return true to disable player color forcing. More...
 
#define EV_ForcePlayermodels_Skip(i, o)
 Return true to disable player model forcing. More...
 
#define EV_GetModelParams(i, o)
 Called when getting the global parameters for a model. More...
 
#define EV_HUD_Command(i, o)   /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_0_int) \
 
#define EV_HUD_Draw_overlay(i, o)
 
#define EV_Particles_VortexBeam(i, o)
 Return true to not draw any vortex beam. More...
 
#define EV_ShowNames_Draw(i, o)
 Called when drawing a player's nameplate, return true to hide it. More...
 
#define EV_ShowRankings(i, o)   /** rankings title */ o(string, MUTATOR_ARGV_0_string) \
 Return true to show leaderboard rankings, needs title argument set. More...
 
#define EV_Skeleton_CheckBones(i, o)   /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when setting up skeleton bones. More...
 
#define EV_Skeleton_CheckModel(i, o)   /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when setting up bones from the loaded model. More...
 
#define EV_TagIndex_Apply(i, o)   /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when setting the attached tags. More...
 
#define EV_TagIndex_Update(i, o)   /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
 Called when updating the attached tags index. More...
 
#define EV_WantEventchase(i, o)   /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
 Called checking if 3rd person mode should be forced on. More...
 
#define EV_Weapon_ImpactEffect(i, o)
 Return true to not draw any impact effect. More...
 

Functions

 MUTATOR_HOOKABLE (CSQC_ConsoleCommand, EV_CSQC_ConsoleCommand)
 
 MUTATOR_HOOKABLE (UpdateCrosshair, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (Ent_Projectile, EV_Ent_Projectile)
 
 MUTATOR_HOOKABLE (EditProjectile, EV_EditProjectile)
 
 MUTATOR_HOOKABLE (PrecacheProjectiles, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (TagIndex_Update, EV_TagIndex_Update)
 
 MUTATOR_HOOKABLE (TagIndex_Apply, EV_TagIndex_Apply)
 
 MUTATOR_HOOKABLE (Skeleton_CheckBones, EV_Skeleton_CheckBones)
 
 MUTATOR_HOOKABLE (Skeleton_CheckModel, EV_Skeleton_CheckModel)
 
 MUTATOR_HOOKABLE (ClearModelParams, EV_NO_ARGS)
 Called when clearing the global parameters for a model. More...
 
 MUTATOR_HOOKABLE (GetModelParams, EV_GetModelParams)
 
 MUTATOR_HOOKABLE (WantEventchase, EV_WantEventchase)
 
 MUTATOR_HOOKABLE (CustomizeEventchase, EV_CustomizeEventchase)
 
 MUTATOR_HOOKABLE (AnnouncerOption, EV_AnnouncerOption)
 
 MUTATOR_HOOKABLE (Ent_Init, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (HUD_Draw_overlay, EV_HUD_Draw_overlay)
 
 MUTATOR_HOOKABLE (HUD_Powerups_add, EV_NO_ARGS)
 
 MUTATOR_HOOKABLE (HUD_Physics_showoptional, EV_NO_ARGS)
 return true to show the physics HUD panel when optional mode is enabled More...
 
 MUTATOR_HOOKABLE (HUD_StrafeHUD_showoptional, EV_NO_ARGS)
 return true to show the strafehud when optional mode is enabled More...
 
 MUTATOR_HOOKABLE (HUD_Score_show, EV_NO_ARGS)
 return true to hide the score HUD panel More...
 
 MUTATOR_HOOKABLE (Particles_VortexBeam, EV_Particles_VortexBeam)
 
 MUTATOR_HOOKABLE (Weapon_ImpactEffect, EV_Weapon_ImpactEffect)
 
 MUTATOR_HOOKABLE (HUD_Command, EV_HUD_Command)
 
 MUTATOR_HOOKABLE (DrawGrapplingHook, EV_DrawGrapplingHook)
 
 MUTATOR_HOOKABLE (Ent_Update, EV_Ent_Update)
 
 MUTATOR_HOOKABLE (DrawCrosshair, EV_NO_ARGS)
 Return true to not draw crosshair. More...
 
 MUTATOR_HOOKABLE (DrawScoreboard, EV_NO_ARGS)
 Return true to not draw scoreboard. More...
 
 MUTATOR_HOOKABLE (DrawScoreboard_Force, EV_NO_ARGS)
 Return true to force showing of the scoreboard. More...
 
 MUTATOR_HOOKABLE (DrawDeathScoreboard, EV_NO_ARGS)
 Return true to not draw scoreboard while dead. More...
 
 MUTATOR_HOOKABLE (DrawScoreboardAccuracy, EV_NO_ARGS)
 Return true to not show accuracy stats in the scoreboard. More...
 
 MUTATOR_HOOKABLE (DrawScoreboardItemStats, EV_NO_ARGS)
 Return true to not show item pickup stats in the scoreboard. More...
 
 MUTATOR_HOOKABLE (DrawInfoMessages, EV_DrawInfoMessages)
 
 MUTATOR_HOOKABLE (DrawViewModel, EV_DrawViewModel)
 
 MUTATOR_HOOKABLE (HUD_Contents, EV_NO_ARGS)
 Called when updating the view's liquid contents, return true to disable the standard checks and apply your own. More...
 
 MUTATOR_HOOKABLE (ForcePlayermodels_Skip, EV_ForcePlayermodels_Skip)
 
 MUTATOR_HOOKABLE (ForcePlayercolors_Skip, EV_ForcePlayercolors_Skip)
 
 MUTATOR_HOOKABLE (DamageInfo, EV_DamageInfo)
 
 MUTATOR_HOOKABLE (DrawReticle, EV_NO_ARGS)
 Return true to not draw zoom reticle. More...
 
 MUTATOR_HOOKABLE (ShowRankings, EV_ShowRankings)
 
 MUTATOR_HOOKABLE (ShowNames_Draw, EV_ShowNames_Draw)
 
 MUTATOR_HOOKABLE (ShowRaceTimer, EV_NO_ARGS)
 Return true to display the race timer HUD panel. More...
 
 MUTATOR_HOOKABLE (TeamRadar_Draw, EV_NO_ARGS)
 Return true to force team radar to display entities regardless of their team. More...
 

Macro Definition Documentation

◆ EV_AnnouncerOption

#define EV_AnnouncerOption (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \ o(string, MUTATOR_ARGV_0_string) \

Definition at line 105 of file events.qh.

◆ EV_CSQC_ConsoleCommand

#define EV_CSQC_ConsoleCommand (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \ i(int, MUTATOR_ARGV_1_int) \ i(string, MUTATOR_ARGV_2_string) \

Called when a client command is parsed NOTE: hooks MUST start with if (MUTATOR_RETURNVALUE) return false; NOTE: return true if you handled the command, return false to continue handling NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize() // example: MUTATOR_HOOKFUNCTION(foo, CSQC_ConsoleCommand) { if (MUTATOR_RETURNVALUE) return false; // command was already handled string cmd_name = M_ARGV(0, string); int cmd_argc = M_ARGV(1, int); if (cmd_name == "echocvar" && cmd_argc >= 2) { print(cvar_string(argv(1)), "\n"); return true; } if (cmd_name == "echostring" && cmd_argc >= 2) { print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return true; } return false; }.

Definition at line 31 of file events.qh.

◆ EV_CustomizeEventchase

#define EV_CustomizeEventchase (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \
/* current_view_origin_override */ o(vector, MUTATOR_ARGV_0_vector) \
/* view_offset_override */ o(vector, MUTATOR_ARGV_1_vector) \
/* chase_distance_override */ o(float, MUTATOR_ARGV_0_float) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

allow customizing 3rd person mode effect

Definition at line 97 of file events.qh.

◆ EV_DamageInfo

#define EV_DamageInfo (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(int, MUTATOR_ARGV_1_int) \ i(vector, MUTATOR_ARGV_2_vector) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

Called when damage info is received on the client, useful for playing explosion effects.

Definition at line 221 of file events.qh.

◆ EV_DrawGrapplingHook

#define EV_DrawGrapplingHook (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(string, MUTATOR_ARGV_1_string) \
/***/ o(string, MUTATOR_ARGV_1_string) \ i(vector, MUTATOR_ARGV_2_vector) \
/***/ o(vector, MUTATOR_ARGV_2_vector) \ i(float, MUTATOR_ARGV_3_float) \
entity() spawn
vector(float skel, float bonenum) _skel_get_boneabs_hidden

Draw the grapple hook, allows changing hook texture and colour.

Definition at line 152 of file events.qh.

◆ EV_DrawInfoMessages

#define EV_DrawInfoMessages (   i,
 
)
Value:
i(vector, MUTATOR_ARGV_0_vector) \
/***/ o(vector, MUTATOR_ARGV_0_vector) \ i(vector, MUTATOR_ARGV_1_vector) \ i(int, MUTATOR_ARGV_2_int) \
/***/ o(int, MUTATOR_ARGV_2_int) \
vector(float skel, float bonenum) _skel_get_boneabs_hidden

Called when drawing info messages, allows adding new info messages.

Return true to hide the standard join message

Definition at line 188 of file events.qh.

◆ EV_DrawViewModel

#define EV_DrawViewModel (   i,
 
)    /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \

Called when the view model is being animated (setorigin is called after the hook, so you only need to modify origin here if desired)

Definition at line 198 of file events.qh.

◆ EV_EditProjectile

#define EV_EditProjectile (   i,
 
)    /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \

Called when a projectile's properties are being modified.

Definition at line 48 of file events.qh.

◆ EV_Ent_Projectile

#define EV_Ent_Projectile (   i,
 
)    /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \

Called when a projectile is linked with CSQC.

Definition at line 42 of file events.qh.

◆ EV_Ent_Update

#define EV_Ent_Update (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(bool, MUTATOR_ARGV_1_bool) \
entity() spawn

Called when an entity is updated (either by SVQC networking or PVS)

Definition at line 163 of file events.qh.

◆ EV_ForcePlayercolors_Skip

#define EV_ForcePlayercolors_Skip (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(bool, MUTATOR_ARGV_1_bool) \
entity() spawn

Return true to disable player color forcing.

Definition at line 214 of file events.qh.

◆ EV_ForcePlayermodels_Skip

#define EV_ForcePlayermodels_Skip (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(bool, MUTATOR_ARGV_1_bool) \
entity() spawn

Return true to disable player model forcing.

Definition at line 207 of file events.qh.

◆ EV_GetModelParams

#define EV_GetModelParams (   i,
 
)
Value:
i(string, MUTATOR_ARGV_0_string) \ i(string, MUTATOR_ARGV_1_string) \

Called when getting the global parameters for a model.

Definition at line 84 of file events.qh.

◆ EV_HUD_Command

#define EV_HUD_Command (   i,
 
)    /** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_0_int) \

Definition at line 146 of file events.qh.

◆ EV_HUD_Draw_overlay

#define EV_HUD_Draw_overlay (   i,
 
)
Value:
o(vector, MUTATOR_ARGV_0_vector) \
o(float, MUTATOR_ARGV_1_float) \
vector(float skel, float bonenum) _skel_get_boneabs_hidden

Definition at line 113 of file events.qh.

◆ EV_Particles_VortexBeam

#define EV_Particles_VortexBeam (   i,
 
)
Value:
i(vector, MUTATOR_ARGV_0_vector) \ i(vector, MUTATOR_ARGV_1_vector) \
vector(float skel, float bonenum) _skel_get_boneabs_hidden

Return true to not draw any vortex beam.

Definition at line 131 of file events.qh.

◆ EV_ShowNames_Draw

#define EV_ShowNames_Draw (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(float, MUTATOR_ARGV_1_float) \
/***/ o(float, MUTATOR_ARGV_1_float) \
entity() spawn

Called when drawing a player's nameplate, return true to hide it.

Definition at line 238 of file events.qh.

◆ EV_ShowRankings

#define EV_ShowRankings (   i,
 
)    /** rankings title */ o(string, MUTATOR_ARGV_0_string) \

Return true to show leaderboard rankings, needs title argument set.

Definition at line 232 of file events.qh.

◆ EV_Skeleton_CheckBones

#define EV_Skeleton_CheckBones (   i,
 
)    /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \

Called when setting up skeleton bones.

Definition at line 69 of file events.qh.

◆ EV_Skeleton_CheckModel

#define EV_Skeleton_CheckModel (   i,
 
)    /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \

Called when setting up bones from the loaded model.

Definition at line 75 of file events.qh.

◆ EV_TagIndex_Apply

#define EV_TagIndex_Apply (   i,
 
)    /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \

Called when setting the attached tags.

Definition at line 63 of file events.qh.

◆ EV_TagIndex_Update

#define EV_TagIndex_Update (   i,
 
)    /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \

Called when updating the attached tags index.

Definition at line 57 of file events.qh.

◆ EV_WantEventchase

#define EV_WantEventchase (   i,
 
)    /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \

Called checking if 3rd person mode should be forced on.

Definition at line 91 of file events.qh.

◆ EV_Weapon_ImpactEffect

#define EV_Weapon_ImpactEffect (   i,
 
)
Value:
i(entity, MUTATOR_ARGV_0_entity) \ i(entity, MUTATOR_ARGV_1_entity) \
entity() spawn

Return true to not draw any impact effect.

Definition at line 138 of file events.qh.

Function Documentation

◆ MUTATOR_HOOKABLE() [1/42]

MUTATOR_HOOKABLE ( CSQC_ConsoleCommand  ,
EV_CSQC_ConsoleCommand   
)

◆ MUTATOR_HOOKABLE() [2/42]

MUTATOR_HOOKABLE ( UpdateCrosshair  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [3/42]

MUTATOR_HOOKABLE ( Ent_Projectile  ,
EV_Ent_Projectile   
)

◆ MUTATOR_HOOKABLE() [4/42]

MUTATOR_HOOKABLE ( EditProjectile  ,
EV_EditProjectile   
)

◆ MUTATOR_HOOKABLE() [5/42]

MUTATOR_HOOKABLE ( PrecacheProjectiles  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [6/42]

MUTATOR_HOOKABLE ( TagIndex_Update  ,
EV_TagIndex_Update   
)

◆ MUTATOR_HOOKABLE() [7/42]

MUTATOR_HOOKABLE ( TagIndex_Apply  ,
EV_TagIndex_Apply   
)

◆ MUTATOR_HOOKABLE() [8/42]

MUTATOR_HOOKABLE ( Skeleton_CheckBones  ,
EV_Skeleton_CheckBones   
)

◆ MUTATOR_HOOKABLE() [9/42]

MUTATOR_HOOKABLE ( Skeleton_CheckModel  ,
EV_Skeleton_CheckModel   
)

◆ MUTATOR_HOOKABLE() [10/42]

MUTATOR_HOOKABLE ( ClearModelParams  ,
EV_NO_ARGS   
)

Called when clearing the global parameters for a model.

◆ MUTATOR_HOOKABLE() [11/42]

MUTATOR_HOOKABLE ( GetModelParams  ,
EV_GetModelParams   
)

◆ MUTATOR_HOOKABLE() [12/42]

MUTATOR_HOOKABLE ( WantEventchase  ,
EV_WantEventchase   
)

◆ MUTATOR_HOOKABLE() [13/42]

MUTATOR_HOOKABLE ( CustomizeEventchase  ,
EV_CustomizeEventchase   
)

◆ MUTATOR_HOOKABLE() [14/42]

MUTATOR_HOOKABLE ( AnnouncerOption  ,
EV_AnnouncerOption   
)

◆ MUTATOR_HOOKABLE() [15/42]

MUTATOR_HOOKABLE ( Ent_Init  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [16/42]

MUTATOR_HOOKABLE ( HUD_Draw_overlay  ,
EV_HUD_Draw_overlay   
)

◆ MUTATOR_HOOKABLE() [17/42]

MUTATOR_HOOKABLE ( HUD_Powerups_add  ,
EV_NO_ARGS   
)

◆ MUTATOR_HOOKABLE() [18/42]

MUTATOR_HOOKABLE ( HUD_Physics_showoptional  ,
EV_NO_ARGS   
)

return true to show the physics HUD panel when optional mode is enabled

◆ MUTATOR_HOOKABLE() [19/42]

MUTATOR_HOOKABLE ( HUD_StrafeHUD_showoptional  ,
EV_NO_ARGS   
)

return true to show the strafehud when optional mode is enabled

◆ MUTATOR_HOOKABLE() [20/42]

MUTATOR_HOOKABLE ( HUD_Score_show  ,
EV_NO_ARGS   
)

return true to hide the score HUD panel

◆ MUTATOR_HOOKABLE() [21/42]

MUTATOR_HOOKABLE ( Particles_VortexBeam  ,
EV_Particles_VortexBeam   
)

◆ MUTATOR_HOOKABLE() [22/42]

MUTATOR_HOOKABLE ( Weapon_ImpactEffect  ,
EV_Weapon_ImpactEffect   
)

◆ MUTATOR_HOOKABLE() [23/42]

MUTATOR_HOOKABLE ( HUD_Command  ,
EV_HUD_Command   
)

◆ MUTATOR_HOOKABLE() [24/42]

MUTATOR_HOOKABLE ( DrawGrapplingHook  ,
EV_DrawGrapplingHook   
)

◆ MUTATOR_HOOKABLE() [25/42]

MUTATOR_HOOKABLE ( Ent_Update  ,
EV_Ent_Update   
)

◆ MUTATOR_HOOKABLE() [26/42]

MUTATOR_HOOKABLE ( DrawCrosshair  ,
EV_NO_ARGS   
)

Return true to not draw crosshair.

◆ MUTATOR_HOOKABLE() [27/42]

MUTATOR_HOOKABLE ( DrawScoreboard  ,
EV_NO_ARGS   
)

Return true to not draw scoreboard.

◆ MUTATOR_HOOKABLE() [28/42]

MUTATOR_HOOKABLE ( DrawScoreboard_Force  ,
EV_NO_ARGS   
)

Return true to force showing of the scoreboard.

◆ MUTATOR_HOOKABLE() [29/42]

MUTATOR_HOOKABLE ( DrawDeathScoreboard  ,
EV_NO_ARGS   
)

Return true to not draw scoreboard while dead.

◆ MUTATOR_HOOKABLE() [30/42]

MUTATOR_HOOKABLE ( DrawScoreboardAccuracy  ,
EV_NO_ARGS   
)

Return true to not show accuracy stats in the scoreboard.

◆ MUTATOR_HOOKABLE() [31/42]

MUTATOR_HOOKABLE ( DrawScoreboardItemStats  ,
EV_NO_ARGS   
)

Return true to not show item pickup stats in the scoreboard.

◆ MUTATOR_HOOKABLE() [32/42]

MUTATOR_HOOKABLE ( DrawInfoMessages  ,
EV_DrawInfoMessages   
)

◆ MUTATOR_HOOKABLE() [33/42]

MUTATOR_HOOKABLE ( DrawViewModel  ,
EV_DrawViewModel   
)

◆ MUTATOR_HOOKABLE() [34/42]

MUTATOR_HOOKABLE ( HUD_Contents  ,
EV_NO_ARGS   
)

Called when updating the view's liquid contents, return true to disable the standard checks and apply your own.

◆ MUTATOR_HOOKABLE() [35/42]

MUTATOR_HOOKABLE ( ForcePlayermodels_Skip  ,
EV_ForcePlayermodels_Skip   
)

◆ MUTATOR_HOOKABLE() [36/42]

MUTATOR_HOOKABLE ( ForcePlayercolors_Skip  ,
EV_ForcePlayercolors_Skip   
)

◆ MUTATOR_HOOKABLE() [37/42]

MUTATOR_HOOKABLE ( DamageInfo  ,
EV_DamageInfo   
)

◆ MUTATOR_HOOKABLE() [38/42]

MUTATOR_HOOKABLE ( DrawReticle  ,
EV_NO_ARGS   
)

Return true to not draw zoom reticle.

◆ MUTATOR_HOOKABLE() [39/42]

MUTATOR_HOOKABLE ( ShowRankings  ,
EV_ShowRankings   
)

◆ MUTATOR_HOOKABLE() [40/42]

MUTATOR_HOOKABLE ( ShowNames_Draw  ,
EV_ShowNames_Draw   
)

◆ MUTATOR_HOOKABLE() [41/42]

MUTATOR_HOOKABLE ( ShowRaceTimer  ,
EV_NO_ARGS   
)

Return true to display the race timer HUD panel.

◆ MUTATOR_HOOKABLE() [42/42]

MUTATOR_HOOKABLE ( TeamRadar_Draw  ,
EV_NO_ARGS   
)

Return true to force team radar to display entities regardless of their team.