this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
+ MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
+
if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
{
this.owner = attacker;
this.realowner = attacker;
}
- MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
-
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
this.nextthink = time;