if(autocvar_g_nades_pickup)
if(time >= this.spawnshieldtime)
if(!toucher.nade && this.health == this.max_health) // no boosted shot pickups, thank you very much
- if(!STAT(FROZEN, toucher))
if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
{
if(this.vehicle)
return false;
- if(gameover)
- return false;
-
if(IS_DEAD(this))
return false;
nades_RemoveBonus(frag_target);
}
-MUTATOR_HOOKFUNCTION(nades, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
{
entity frag_inflictor = M_ARGV(0, entity);
entity frag_attacker = M_ARGV(1, entity);