/**/
string checkmodel_input, checkmodel_command;
MUTATOR_HOOKABLE(GetModelParams, EV_GetModelParams);
+
+/** called when a bullet has hit a target */
+#define EV_FireBullet_Hit(i, o) \
+ /**/ i(entity, self) \
+ /**/ i(entity, bullet_hit) \
+ /**/ i(vector, bullet_startpos) \
+ /**/ i(vector, bullet_endpos) \
+ /**/ i(float, frag_damage) \
+ /**/ o(float, frag_damage) \
+ /**/
+entity bullet_hit;
+//vector bullet_hitloc; // the end pos matches the hit location, apparently
+vector bullet_startpos;
+vector bullet_endpos;
+//float frag_damage;
+MUTATOR_HOOKABLE(FireBullet_Hit, EV_FireBullet_Hit);
#endif
{
fireBullet_last_hit = hit;
yoda = 0;
+ MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage);
+ damage = frag_damage;
float g = accuracy_isgooddamage(self, hit);
Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
// calculate hits for ballistic weapons