frag_inflictor = inflictor;
frag_target = self;
frag_deathtype = deathtype;
- if (MUTATOR_CALLHOOK(PlayerDies))
- return;
+ MUTATOR_CALLHOOK(PlayerDies);
weapon_action(self.weapon, WR_PLAYERDEATH);
if(g_arena)
Spawnqueue_Unmark(self);
- if(g_freezetag)
+ // player could have been miraculously resuscitated ;)
+ // e.g. players in freezetag get frozen, they don't really die
+ if(self.health >= 1)
return;
// when we get here, player actually dies
- // clear waypoints (do this AFTER FreezeTag)
+ // clear waypoints
WaypointSprite_PlayerDead();
// make the corpse upright (not tilted)
MUTATOR_HOOKABLE(PlayerDies);
// called when a player dies to e.g. remove stuff he was carrying.
- // return 1 to skip death animation, gibs and such (e.g. if player must respawn immediately)
// INPUT:
entity frag_inflictor;
entity frag_attacker;