+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+ float frag_damage = M_ARGV(4, float);
+ vector frag_force = M_ARGV(6, vector);
+
+ if(frag_deathtype == DEATH_BUFF.m_id) { return; }