Commit f7b69c7b authored by Martin Taibr's avatar Martin Taibr

PlayerDamage_Calculate -> Damage_Calculate

parent b5544a96
Pipeline #5593773 passed with stage
in 16 minutes and 14 seconds
......@@ -8,7 +8,7 @@ REGISTER_MUTATOR(breakablehook, cvar("g_breakablehook"));
bool autocvar_g_breakablehook; // allow toggling mid match?
bool autocvar_g_breakablehook_owner;
MUTATOR_HOOKFUNCTION(breakablehook, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(breakablehook, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -447,7 +447,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
}
}
MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -16,7 +16,7 @@ MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
}
MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -257,7 +257,7 @@ MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
return true;
}
MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(mutator_instagib, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -6,7 +6,7 @@ REGISTER_MUTATOR(midair, cvar("g_midair"));
.float midair_shieldtime;
MUTATOR_HOOKFUNCTION(midair, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(midair, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -1400,7 +1400,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
nades_RemoveBonus(frag_target);
}
MUTATOR_HOOKFUNCTION(nades, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
{
entity frag_inflictor = M_ARGV(0, entity);
entity frag_attacker = M_ARGV(1, entity);
......
......@@ -92,7 +92,7 @@ float ok_CheckWeaponCharge(entity ent, int wep)
return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
}
MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -5,7 +5,7 @@
REGISTER_MUTATOR(rm, cvar("g_instagib"));
MUTATOR_HOOKFUNCTION(rm, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(rm, Damage_Calculate)
{
// we do it this way, so rm can be toggled during the match
if(!autocvar_g_rm) { return; }
......
......@@ -713,7 +713,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
}
// should this be changed at all? If so, in what way?
MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
damage = M_ARGV(4, float);
mirrordamage = M_ARGV(5, float);
force = M_ARGV(6, vector);
......
......@@ -351,7 +351,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor
* called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
* i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
*/
#define EV_PlayerDamage_Calculate(i, o) \
#define EV_Damage_Calculate(i, o) \
/** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
/** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
/** target */ i(entity, MUTATOR_ARGV_2_entity) \
......@@ -363,7 +363,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor
/** force */ i(vector, MUTATOR_ARGV_6_vector) \
/** force */ o(vector, MUTATOR_ARGV_6_vector) \
/**/
MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
/**
* Called when a player is damaged
......
......@@ -321,7 +321,7 @@ MUTATOR_HOOKFUNCTION(ca, SetStartItems)
start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
}
MUTATOR_HOOKFUNCTION(ca, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(ca, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -2078,7 +2078,7 @@ MUTATOR_HOOKFUNCTION(ctf, PlayerPreThink)
WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
}
MUTATOR_HOOKFUNCTION(ctf, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
MUTATOR_HOOKFUNCTION(ctf, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -312,7 +312,7 @@ MUTATOR_HOOKFUNCTION(cts, FilterItem)
return true;
}
MUTATOR_HOOKFUNCTION(cts, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -342,7 +342,7 @@ MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
player.bot_attack = false;
}
MUTATOR_HOOKFUNCTION(inv, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -323,7 +323,7 @@ MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
}
}
MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment