if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
damage = M_ARGV(4, float);
excess = max(0, damage - take - save);
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
damage = M_ARGV(4, float);
excess = max(0, damage - take - save);
// when we get here, player actually dies
Unfreeze(this); // remove any icy remains
// when we get here, player actually dies
Unfreeze(this); // remove any icy remains