#include "sv_breakablehook.qh"
#include <common/deathtypes/all.qh>
-#include <server/g_hook.qh>
+#include <server/hook.qh>
REGISTER_MUTATOR(breakablehook, cvar("g_breakablehook"));
bool autocvar_g_breakablehook; // allow toggling mid match?
bool autocvar_g_breakablehook_owner;
-MUTATOR_HOOKFUNCTION(breakablehook, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(breakablehook, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
// hurt the owner of the hook
if(DIFF_TEAM(frag_attacker, frag_target.realowner))
{
- Damage (frag_target.realowner, frag_attacker, frag_attacker, 5, WEP_HOOK.m_id | HITTYPE_SPLASH, frag_target.realowner.origin, '0 0 0');
+ Damage (frag_target.realowner, frag_attacker, frag_attacker, 5, WEP_HOOK.m_id | HITTYPE_SPLASH, DMG_NOWEP, frag_target.realowner.origin, '0 0 0'); // TODO: should get weapon entity from mutator hook
RemoveHook(frag_target);
return; // dead
}