.float midair_shieldtime;
MUTATOR_HOOKFUNCTION(midair, PlayerDamage_Calculate)
-{SELFPARAM();
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+
if(IS_PLAYER(frag_attacker))
if(IS_PLAYER(frag_target))
- if(time < self.midair_shieldtime)
+ if(time < frag_target.midair_shieldtime)
frag_damage = false;
return false;
MUTATOR_HOOKFUNCTION(midair, PlayerPowerups)
{SELFPARAM();
if(time >= game_starttime)
- if(self.flags & FL_ONGROUND)
+ if(IS_ONGROUND(self))
{
self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
self.midair_shieldtime = max(self.midair_shieldtime, time + autocvar_g_midair_shieldtime);