/** is local */ i(bool, MUTATOR_ARGV_1_bool) \
/**/
MUTATOR_HOOKABLE(ForcePlayermodels_Skip, EV_ForcePlayermodels_Skip);
+
+/** Called when damage info is received on the client, useful for playing explosion effects */
+#define EV_DamageInfo(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /**/
+MUTATOR_HOOKABLE(DamageInfo, EV_DamageInfo);
}
}
+ MUTATOR_CALLHOOK(DamageInfo, this);
+
// TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))
if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit