1 REGISTER_MUTATOR(rm, cvar("g_instagib"));
3 MUTATOR_HOOKFUNCTION(rm, PlayerDamage_Calculate)
5 // we do it this way, so rm can be toggled during the match
6 if(!autocvar_g_rm) { return false; }
9 if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR.m_id))
10 if(frag_attacker == frag_target || frag_target.classname == "nade")
13 if(autocvar_g_rm && autocvar_g_rm_laser == 1) //|| autocvar_g_rm_laser == 2)
14 if(DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO.m_id))
15 if(frag_attacker == frag_target || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
21 MUTATOR_HOOKFUNCTION(rm, PlayerDies)
23 if( /*(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))*/
24 (autocvar_g_rm && DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR.m_id))
25 || (((autocvar_g_rm && autocvar_g_rm_laser == 1) || autocvar_g_rm_laser == 2) && DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO.m_id))
27 frag_damage = 1000; // always gib if it was a vaporizer death
29 //(get_weaponinfo(WEP_VAPORIZER)).weaponthrowable = 1; // throwing is forbidden by a mutator hook, enabling this for drop on death