/** Called when damage info is received on the client, useful for playing explosion effects */
#define EV_DamageInfo(i, o) \
/** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** death type */ i(int, MUTATOR_ARGV_1_int) \
+ /** hit origin */ i(vector, MUTATOR_ARGV_2_vector) \
/**/
MUTATOR_HOOKABLE(DamageInfo, EV_DamageInfo);
}
}
- MUTATOR_CALLHOOK(DamageInfo, this);
+ MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
// TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))