self.istypefrag = 0;
}
- frag_inflictor = inflictor;
- frag_attacker = attacker;
- frag_target = self;
frag_damage = damage;
- damage_take = take;
- damage_save = save;
- damage_force = force;
- MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
+ MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
take = bound(0, damage_take, self.health);
save = bound(0, damage_save, self.armorvalue);
excess = max(0, damage - take - save);
if(deathtype == DEATH_KILL)
{
// for the lemmings fans, a small harmless explosion
- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
+ Send_Effect("rocket_explode", self.origin, '0 0 0', 1);
}
}
if(accuracy_isgooddamage(attacker, self))
attacker.accuracy.(accuracy_frags[w-1]) += 1;
- frag_attacker = attacker;
- frag_inflictor = inflictor;
- frag_target = self;
- frag_deathtype = deathtype;
- MUTATOR_CALLHOOK(PlayerDies);
+ MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
WEP_ACTION(self.weapon, WR_PLAYERDEATH);