}
void GiveFrags (entity attacker, entity targ, float f, int deathtype)
-{SELFPARAM();
+{
// TODO route through PlayerScores instead
if(gameover) return;
}
// FIXME fix the mess this is (we have REAL points now!)
- if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
+ if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
{
- f = frag_score;
+ f = M_ARGV(2, float);
}
attacker.totalfrags += f;
{
// exit the vehicle before killing (fixes a crash)
if(IS_PLAYER(targ) && targ.vehicle)
- WITHSELF(targ, vehicles_exit(VHEF_RELEASE));
+ vehicles_exit(targ.vehicle, VHEF_RELEASE);
// These are ALWAYS lethal
// No damage modification here