}
void ClientKill_Now_TeamChange();
-void freezetag_CheckWinner();
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
if(accuracy_isgooddamage(attacker, self))
attacker.accuracy.(accuracy_frags[w-1]) += 1;
- if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
- {
- PutClientInServer();
- count_alive_players(); // re-count players
- freezetag_CheckWinner();
- return;
- }
-
frag_attacker = attacker;
frag_inflictor = inflictor;
frag_target = self;
- MUTATOR_CALLHOOK(PlayerDies);
+ frag_deathtype = deathtype;
+ if (MUTATOR_CALLHOOK(PlayerDies))
+ return;
+
weapon_action(self.weapon, WR_PLAYERDEATH);
RemoveGrapplingHook(self);