.float touchexplode_time;
void PlayerTouchExplode(entity p1, entity p2)
-{
+{SELFPARAM();
vector org;
org = (p1.origin + p2.origin) * 0.5;
org.z += (p1.mins.z + p2.mins.z) * 0.5;
}
MUTATOR_HOOKFUNCTION(touchexplode_PlayerThink)
-{
+{SELFPARAM();
if(time > self.touchexplode_time)
if(!gameover)
if(!self.frozen)