entity self;
entity other;
-MUTATOR_HOOKABLE(PlayerDamage);
+MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
// called when a player gets damaged to e.g. remove stuff he was carrying.
// INPUT:
entity frag_inflictor;
entity frag_attacker;
entity frag_target; // same as self
- vector damage_force; // NOTE: this force already HAS been applied (create and use a Damage hook to change that one)
+ vector damage_force; // NOTE: this force already HAS been applied
// INPUT, OUTPUT:
float damage_take;
float damage_save;
+
+MUTATOR_HOOKABLE(PlayerDamage_Calculate);
+ // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
+ // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
+ // INPUT:
+ entity frag_attacker;
+ entity frag_target;
+ float frag_deathtype;
+ // INPUT, OUTPUT:
+ float frag_damage;
+ vector frag_force;
+
+MUTATOR_HOOKABLE(PlayerPowerups);
+ // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
+ // INPUT
+ entity self;
+ float olditems; // also technically output, but since it is at the end of the function it's useless for that :P