if(MUTATOR_CALLHOOK(BuffTouch, this, other))
return;
+ other = M_ARGV(1, entity);
if(!IS_PLAYER(other))
return; // incase mutator changed other
switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
{
case MUT_ITEMTOUCH_RETURN: { return; }
- case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
+ case MUT_ITEMTOUCH_PICKUP: { other = M_ARGV(1, entity); goto pickup; }
}
+ other = M_ARGV(1, entity);
+
if (this.classname == "droppedweapon")
{
this.strength_finished = max(0, this.strength_finished - time);
defaultskin = autocvar_sv_defaultplayerskin;
}
- MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
+ MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
defaultmodel = M_ARGV(0, string);
defaultskin = M_ARGV(1, int);
#define EV_ItemTouch(i, o) \
/** item */ i(entity, MUTATOR_ARGV_0_entity) \
/** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch);
#define EV_BuffTouch(i, o) \
/** buff */ i(entity, MUTATOR_ARGV_0_entity) \
/** player */ i(entity, MUTATOR_ARGV_1_entity) \
+ /**/ o(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(BuffTouch, EV_BuffTouch);