]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Merge branches 'TimePath/weaponsys' and 'Mario/modpack'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 8506099928e9d4c6d82829069b0e04e9fa1e4b32..9bc36c8df8098fe7c37ca22ae4977794bcd46b40 100644 (file)
@@ -385,14 +385,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                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);
@@ -535,7 +529,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                        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);
                        }
                }
 
@@ -549,11 +543,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        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);