gamemode: Fix PlayerHurt and PlayerShouldTakeDamage hooks

This commit is contained in:
Michael Fabian 'Xaymar' Dirks
2017-11-24 03:07:19 +01:00
parent f38e70dce9
commit 0efa3f12c0
2 changed files with 13 additions and 12 deletions
@@ -241,7 +241,19 @@ function GM:PlayerUse(ply, ent) return player_manager.RunClass(ply, "Use", ent)
function GM:AllowPlayerPickup(ply, ent) return player_manager.RunClass(ply, "AllowPickup", ent) end
function GM:PlayerSetModel(ply) return player_manager.RunClass(ply, "SetModel") end
-- Called when an entity takes damage
-- Damage
function GM:PlayerShouldTakeDamage(victim, attacker)
return player_manager.RunClass(victim, "ShouldTakeDamage", attacker)
end
function GM:PlayerHurt(victim, attacker, healthRemaining, damageTaken)
player_manager.RunClass(victim, "Hurt", victim, attacker, healthRemaining, damageTaken)
if (IsValid(attacker) && attacker:IsPlayer()) then
player_manager.RunClass(attacker, "Damage", victim, attacker, healthRemaining, damageTaken)
end
end
function GM:EntityTakeDamage(ent, dmg)
local att = dmg:GetAttacker()
@@ -104,17 +104,6 @@ function GM:PlayerTick(ply, mv)
return player_manager.RunClass(ply, "Tick", mv)
end
function GM:PlayerHurt(victim, attacker, healthRemaining, damageTaken)
player_manager.RunClass(victim, "Hurt", victim, attacker, healthRemaining, damageTaken)
if (IsValid(attacker) && attacker:IsPlayer()) then
player_manager.RunClass(attacker, "Damage", victim, attacker, healthRemaining, damageTaken)
end
end
function GM:PlayerShouldTakeDamage(victim, attacker)
return player_manager.RunClass(victim, "ShouldTakeDamage", attacker)
end
-- ------------------------------------------------------------------------- --
--! Gamemode Functionality
-- ------------------------------------------------------------------------- --