}
}
-void physical_item_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void physical_item_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(!self.cnt) // not for dropped items
if(ITEM_DAMAGE_NEEDKILL(deathtype))