vector frag_force;
MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
+/**
+ * Called when a player is damaged
+ */
+#define EV_PlayerDamaged(i, o) \
+ /** attacker */ i(entity, mutator_argv_entity_0) \
+ /** target */ i(entity, mutator_argv_entity_1) \
+ /** health */ i(int, mutator_argv_int_0) \
+ /** armor */ i(int, mutator_argv_int_1) \
+ /** location */ i(vector, mutator_argv_vector_0) \
+ /**/
+MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);
+
/** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */
#define EV_PlayerPowerups(i, o) \
/**/ i(entity, self) \