MUTATOR_HOOKABLE(TurretThink, EV_TurretThink);
MUTATOR_HOOKABLE(Ent_Init, EV_NO_ARGS);
+
+/** */
+#define EV_PrepareExplosionByDamage(i, o) \
+ /**/ i(entity, __self) \
+ /**/ i(entity, frag_attacker) \
+ /**/
+MUTATOR_HOOKABLE(PrepareExplosionByDamage, EV_PrepareExplosionByDamage);
#endif
self.realowner = attacker;
}
+ MUTATOR_CALLHOOK(PrepareExplosionByDamage, self, attacker);
+
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
self.nextthink = time;