sooooo
did you EVER EVER look at the code actually HANDLING such events?
Code:
if(isPlayer(eAttacker) && (self != eAttacker) && (self.pers["team"] == eAttacker.pers["team"]))
{
if(level.friendlyfire == "0")
{
return;
}
else if(level.friendlyfire == "1")
{
// Make sure at least one point of damage is done
if(iDamage < 1)
iDamage = 1;
self finishPlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime);
// Shellshock/Rumble
self thread maps\mp\gametypes\_shellshock::shellshockOnDamage(sMeansOfDeath, iDamage);
self playrumble("damage_heavy");
}
So just set level.friendlyfire to "1" right before you do that callback thingy...