MUTATOR_HOOKFUNCTION(ok, W_DecreaseAmmo)
{
- entity actor = MUTATOR_ARGV(0, entity);
+ entity actor = M_ARGV(0, entity);
if (actor.ok_use_ammocharge)
{
ok_DecreaseCharge(actor, PS(actor).m_weapon.m_id);
MUTATOR_HOOKFUNCTION(ok, W_Reload)
{
- entity actor = MUTATOR_ARGV(0, entity);
+ entity actor = M_ARGV(0, entity);
return actor.ok_use_ammocharge;
}
MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
{
+ 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(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
{
Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
frag_force = '0 0 0';
}
+
+ M_ARGV(4, float) = frag_damage;
+ M_ARGV(6, vector) = frag_force;
}
return false;
}
MUTATOR_HOOKFUNCTION(ok, PlayerSpawn)
-{SELFPARAM();
+{
+ entity player = M_ARGV(0, entity);
+
if(autocvar_g_overkill_ammo_charge)
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(self.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(player.ammo_charge[it.m_id] = autocvar_g_overkill_ammo_charge_limit));
- self.ok_use_ammocharge = 1;
- self.ok_notice_time = time;
+ player.ok_use_ammocharge = 1;
+ player.ok_notice_time = time;
}
else
- self.ok_use_ammocharge = 0;
+ player.ok_use_ammocharge = 0;
// if player changed their weapon while dead, don't switch to their death weapon
- if(self.impulse)
- self.ok_lastwep = 0;
+ if(player.impulse)
+ player.ok_lastwep = 0;
- self.ok_pauseregen_finished = time + 2;
+ player.ok_pauseregen_finished = time + 2;
return false;
}