take = damage;
}
+ frag_inflictor = inflictor;
+ frag_attacker = attacker;
+ frag_target = self;
+ damage_take = take;
+ damage_save = save;
+ damage_force = force;
+ MUTATOR_CALLHOOK(PlayerDamage);
+ take = bound(0, damage_take, self.health);
+ save = bound(0, damage_save, self.armorvalue);
+
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
float defer_ClientKill_Now_TeamChange;
defer_ClientKill_Now_TeamChange = FALSE;
+ if(self.alivetime)
+ {
+ PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
+ self.alivetime = 0;
+ }
+
if(valid_damage_for_weaponstats)
WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
// set up to fade out later
SUB_SetFade (self, time + 6 + random (), 1);
- // remove laserdot
- if(self.weaponentity)
- if(self.weaponentity.lasertarget)
- remove(self.weaponentity.lasertarget);
-
if(clienttype(self) == CLIENTTYPE_REAL)
{
self.fixangle = TRUE;