const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
const int health = M_ARGV(2, int);
const int armor = M_ARGV(3, int);
- const int potential_damage = M_ARGV(4, int);
- const int deathtype = M_ARGV(6, int);
+ const int deathtype = M_ARGV(5, int);
+ const int potential_damage = M_ARGV(6, int);
const vector location = hit.origin;
FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
if (
}
if (damage)
{
- MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, damage, hitloc, deathtype);
+ MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
}
if (this.health < 1)
/** target */ i(entity, MUTATOR_ARGV_1_entity) \
/** health */ i(int, MUTATOR_ARGV_2_int) \
/** armor */ i(int, MUTATOR_ARGV_3_int) \
- /** potential_damage */ i(int, MUTATOR_ARGV_4_int) \
- /** location */ i(vector, MUTATOR_ARGV_5_vector) \
- /** deathtype */ i(int, MUTATOR_ARGV_6_int) \
+ /** location */ i(vector, MUTATOR_ARGV_4_vector) \
+ /** deathtype */ i(int, MUTATOR_ARGV_5_int) \
+ /** potential_damage */ i(int, MUTATOR_ARGV_6_int) \
/**/
MUTATOR_HOOKABLE(PlayerDamaged, EV_PlayerDamaged);