/** Return true to not draw any impact effect */
#define EV_Weapon_ImpactEffect(i, o) \
- /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** weapon */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** damage entity */ i(entity, MUTATOR_ARGV_1_entity) \
/**/
MUTATOR_HOOKABLE(Weapon_ImpactEffect, EV_Weapon_ImpactEffect);
if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
{
- if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep))
+ if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
hitwep.wr_impacteffect(hitwep, this);
}
}