if (SV_DAMAGETEXT_DISABLED()) return;
const entity attacker = M_ARGV(0, entity);
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 float health = M_ARGV(2, float);
+ const float armor = M_ARGV(3, float);
const int deathtype = M_ARGV(5, int);
const vector location = hit.origin;
FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
#define EV_PlayerDamaged(i, o) \
/** attacker */ i(entity, MUTATOR_ARGV_0_entity) \
/** target */ i(entity, MUTATOR_ARGV_1_entity) \
- /** health */ i(int, MUTATOR_ARGV_2_int) \
- /** armor */ i(int, MUTATOR_ARGV_3_int) \
+ /** health */ i(float, MUTATOR_ARGV_2_float) \
+ /** armor */ i(float, MUTATOR_ARGV_3_float) \
/** location */ i(vector, MUTATOR_ARGV_4_vector) \
/** deathtype */ i(int, MUTATOR_ARGV_5_int) \
/**/