From 0efa3f12c0f8b6dc9cff0845f9a5ac66081ca983 Mon Sep 17 00:00:00 2001 From: Michael Fabian 'Xaymar' Dirks Date: Fri, 24 Nov 2017 03:07:19 +0100 Subject: [PATCH] gamemode: Fix PlayerHurt and PlayerShouldTakeDamage hooks --- .../gamemodes/prophuntextended/gamemode/init.lua | 14 +++++++++++++- .../prophuntextended/gamemode/sh_init.lua | 11 ----------- 2 files changed, 13 insertions(+), 12 deletions(-) diff --git a/source/gamemodes/prophuntextended/gamemode/init.lua b/source/gamemodes/prophuntextended/gamemode/init.lua index b98c950..1f57704 100644 --- a/source/gamemodes/prophuntextended/gamemode/init.lua +++ b/source/gamemodes/prophuntextended/gamemode/init.lua @@ -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() diff --git a/source/gamemodes/prophuntextended/gamemode/sh_init.lua b/source/gamemodes/prophuntextended/gamemode/sh_init.lua index 6edad15..0f87bbe 100644 --- a/source/gamemodes/prophuntextended/gamemode/sh_init.lua +++ b/source/gamemodes/prophuntextended/gamemode/sh_init.lua @@ -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 -- ------------------------------------------------------------------------- --