entity oldself;
oldself = self;
self = attacker;
- frag_attacker = attacker;
- frag_target = targ;
- frag_score = f;
- if(MUTATOR_CALLHOOK(GiveFragsForKill))
+ if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
{
f = frag_score;
self = oldself;
}
// should this be changed at all? If so, in what way?
- frag_attacker = attacker;
- frag_target = targ;
- frag_damage = damage;
- frag_force = force;
- frag_deathtype = deathtype;
- frag_mirrordamage = mirrordamage;
- MUTATOR_CALLHOOK(PlayerDamage_Calculate);
+ MUTATOR_CALLHOOK(PlayerDamage_Calculate, attacker, targ, deathtype, damage, mirrordamage, force);
damage = frag_damage;
mirrordamage = frag_mirrordamage;
force = frag_force;
{
Unfreeze(targ);
targ.health = autocvar_g_freezetag_revive_falldamage_health;
- pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3);
+ Send_Effect("iceorglass", targ.origin, '0 0 0', 3);
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
}
if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
{
- pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1);
+ Send_Effect("teleport", targ.origin, '0 0 0', 1);
entity oldself = self;
self = targ;
self.oldorigin = self.origin;
self.prevorigin = self.origin;
- pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1);
+ Send_Effect("teleport", self.origin, '0 0 0', 1);
}
self = oldself;