AUTOCVAR(g_globalforces_range, float, 1000, "Global forces: max range of effect");
REGISTER_MUTATOR(mutator_globalforces, autocvar_g_globalforces);
-MUTATOR_HOOKFUNCTION(mutator_globalforces, BuildMutatorsString) {
- M_ARGV(0, string) = strcat(M_ARGV(0, string), ":GlobalForces");
+MUTATOR_HOOKFUNCTION(mutator_globalforces, BuildMutatorsString)
+{
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), ":GlobalForces");
}
-MUTATOR_HOOKFUNCTION(mutator_globalforces, BuildMutatorsPrettyString) {
- M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Global forces");
+MUTATOR_HOOKFUNCTION(mutator_globalforces, BuildMutatorsPrettyString)
+{
+ M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Global forces");
}
-MUTATOR_HOOKFUNCTION(mutator_globalforces, PlayerDamage_SplitHealthArmor) {
- entity frag_attacker = M_ARGV(1, entity);
- entity frag_target = M_ARGV(2, entity);
- if (autocvar_g_globalforces_noself && frag_target == frag_attacker) return;
- vector damage_force = M_ARGV(3, vector) * autocvar_g_globalforces;
- FOREACH_CLIENT(IS_PLAYER(it) && it != frag_target, {
- if (autocvar_g_globalforces_range) {
- if (vdist(it.origin - frag_target.origin, >, autocvar_g_globalforces_range)) {
- continue;
- }
- }
- float f = (it == frag_attacker) ? autocvar_g_globalforces_self : 1;
- it.velocity += damage_explosion_calcpush(f * it.damageforcescale * damage_force, it.velocity, autocvar_g_balance_damagepush_speedfactor);
- });
+MUTATOR_HOOKFUNCTION(mutator_globalforces, PlayerDamage_SplitHealthArmor)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ if (autocvar_g_globalforces_noself && frag_target == frag_attacker) { return; }
+ vector damage_force = M_ARGV(3, vector) * autocvar_g_globalforces;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != frag_target, {
+ if (autocvar_g_globalforces_range) {
+ if (vdist(it.origin - frag_target.origin, >, autocvar_g_globalforces_range)) {
+ continue;
+ }
+ }
+ float f = (it == frag_attacker) ? autocvar_g_globalforces_self : 1;
+ it.velocity += damage_explosion_calcpush(f * it.damageforcescale * damage_force, it.velocity, autocvar_g_balance_damagepush_speedfactor);
+ });
}