3 MUTATOR_HOOKFUNCTION(duel, GetPlayerLimit)
5 M_ARGV(0, int) = 2; // duel is always 1v1!
8 MUTATOR_HOOKFUNCTION(duel, Scores_CountFragsRemaining)
10 // announce remaining frags?
14 MUTATOR_HOOKFUNCTION(duel, FilterItemDefinition)
16 entity definition = M_ARGV(0, entity);
18 if(definition.instanceOfPowerup)
20 return !autocvar_g_duel_with_powerups;
24 MUTATOR_HOOKFUNCTION(duel, ReadLevelCvars)
26 Mayhem_FragLimit_Override();
29 MUTATOR_HOOKFUNCTION(duel, PlayerDamage_SplitHealthArmor)
31 entity frag_attacker = M_ARGV(1, entity);
32 entity frag_target = M_ARGV(2, entity);
33 //float dmg_taken = M_ARGV(4, float);
34 //float dmg_saved = M_ARGV(5, float);
35 float frag_deathtype = M_ARGV(6, float);
36 float frag_damage = M_ARGV(7, float);
38 Mayhem_Scoring_Method(
48 MUTATOR_HOOKFUNCTION(duel, GiveFragsForKill, CBC_ORDER_FIRST)
50 if (autocvar_g_mayhem)
52 entity frag_attacker = M_ARGV(0, entity);
53 M_ARGV(2, float) = 0; //score to give for the frag directly
55 if (IS_PLAYER(frag_attacker)) FFAMayhemCalculatePlayerScore(frag_attacker);