MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDies)
{
float frag_deathtype = M_ARGV(3, float);
- float frag_damage = M_ARGV(4, float);
if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
- frag_damage = 1000; // always gib if it was a vaporizer death
+ M_ARGV(4, float) = 1000; // always gib if it was a vaporizer death
return false;
}
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
float frag_deathtype = M_ARGV(3, float);
- float frag_damage = M_ARGV(4, float);
- vector frag_force = M_ARGV(6, vector);
if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
{
- frag_damage = 0;
-
if(frag_attacker != frag_target)
if(frag_target.health > 0)
if(STAT(FROZEN, frag_target) == 0)
if(!IS_DEAD(frag_target))
{
Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
- frag_force = '0 0 0';
+ M_ARGV(6, vector) = '0 0 0';
}
- M_ARGV(4, float) = frag_damage;
- M_ARGV(6, vector) = frag_force;
+ M_ARGV(4, float) = 0;
}
return false;
if(!autocvar_g_rm) { return false; }
float frag_deathtype = M_ARGV(3, float);
- float frag_damage = M_ARGV(4, float);
if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR) || DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO))
- frag_damage = 1000; // always gib if it was a vaporizer death
+ M_ARGV(4, float) = 1000; // always gib if it was a vaporizer death
return false;
}