.float prevstrengthsoundattempt;
void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
{
- if((!g_minstagib)
- && (player.items & IT_STRENGTH)
+ if(MUTATOR_CALLHOOK(PlayStrengthSound))
+ return;
+
+ if((player.items & IT_STRENGTH)
&& ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
|| (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
{
vector W_CalculateProjectileSpread(vector forward, float spread)
{
float sigma;
- vector v1, v2;
+ vector v1 = '0 0 0', v2;
float dx, dy, r;
float sstyle;
spread *= g_weaponspreadfactor;