1 #include "sv_rocketminsta.qh"
3 #include <common/deathtypes/all.qh>
4 #include <server/round_handler.qh>
6 REGISTER_MUTATOR(rm, cvar("g_instagib"));
8 MUTATOR_HOOKFUNCTION(rm, Damage_Calculate)
10 // we do it this way, so rm can be toggled during the match
11 if(!autocvar_g_rm) { return; }
13 entity frag_attacker = M_ARGV(1, entity);
14 entity frag_target = M_ARGV(2, entity);
15 float frag_deathtype = M_ARGV(3, float);
16 float frag_damage = M_ARGV(4, float);
18 if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR))
19 if(frag_attacker == frag_target || frag_target.classname == "nade")
22 if(autocvar_g_rm_laser)
23 if(DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO))
24 if(frag_attacker == frag_target || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
27 M_ARGV(4, float) = frag_damage;
30 MUTATOR_HOOKFUNCTION(rm, PlayerDies)
32 // we do it this way, so rm can be toggled during the match
33 if(!autocvar_g_rm) { return; }
35 float frag_deathtype = M_ARGV(3, float);
37 if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR) || DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO))
38 M_ARGV(4, float) = 1000; // always gib if it was a vaporizer death