this.nextthink = time;
}
-void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypoint)
+void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
{
- if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
+ if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // TODO: only specified entities can be freezed
return;
if(STAT(FROZEN, targ))
});
// add waypoint
- if(show_waypoint)
+ if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint)
WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
}
-void Unfreeze (entity targ)
+void Unfreeze(entity targ)
{
if(!STAT(FROZEN, targ))
return;
if(targ.iceblock)
delete(targ.iceblock);
targ.iceblock = NULL;
+
+ MUTATOR_CALLHOOK(Unfreeze, targ);
}
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
}
+bool Heal(entity targ, entity inflictor, float amount, float limit)
+{
+ if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ))
+ return false;
+
+ bool healed = false;
+ if(targ.event_heal)
+ healed = targ.event_heal(targ, inflictor, amount, limit);
+ // TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc
+ // TODO: healing fx!
+ // TODO: armor healing?
+ return healed;
+}
+
float Fire_IsBurning(entity e)
{
return (time < e.fire_endtime);