float autocvar_g_physical_items_damageforcescale;
float autocvar_g_physical_items_reset;
-REGISTER_MUTATOR(physical_items, cvar("g_physical_items"))
+REGISTER_MUTATOR(physical_items, autocvar_g_physical_items)
{
// check if we have a physics engine
MUTATOR_ONADD
}
}
-void physical_item_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void physical_item_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(!this.cnt) // not for dropped items
if(ITEM_DAMAGE_NEEDKILL(deathtype))