GameRules_scoring_add_team(player, SCORE, f);
}
-void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
+void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
{
// TODO route through PlayerScores instead
if(game_stopped) return;
});
// add waypoint
- if(Freeze(targ, revivespeed, frozen_type) || show_waypoint)
+ if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint)
WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
}
MUTATOR_CALLHOOK(Unfreeze, targ);
}
-void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
float complainteamdamage = 0;
float mirrordamage = 0;
}
if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
- Damage (targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
+ Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
else
- Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
+ Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
}
}
}
return total_damage_to_creatures;
}
-float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
+float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
{
- return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
+ return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
}
bool Heal(entity targ, entity inflictor, float amount, float limit)