1 #include "bloodloss.qh"
5 REGISTER_MUTATOR(bloodloss, autocvar_g_bloodloss);
7 REGISTER_MUTATOR(bloodloss, true);
11 .float bloodloss_timer;
13 MUTATOR_HOOKFUNCTION(bloodloss, PlayerPreThink)
15 entity player = M_ARGV(0, entity);
18 return; // during intermission, the player's health changes to strange values for the engine, let's not cause damage during this phase!
21 if(GetResource(player, RES_HEALTH) <= autocvar_g_bloodloss && !IS_DEAD(player))
23 PHYS_INPUT_BUTTON_CROUCH(player) = true;
25 if(time >= player.bloodloss_timer)
28 vehicles_exit(player.vehicle, VHEF_RELEASE); // TODO: boots player out of their vehicle each health rot tick!
29 if(player.event_damage)
30 player.event_damage(player, player, player, 1, DEATH_ROT.m_id, DMG_NOWEP, player.origin, '0 0 0');
31 player.bloodloss_timer = time + 0.5 + random() * 0.5;
36 MUTATOR_HOOKFUNCTION(bloodloss, PlayerJump)
38 entity player = M_ARGV(0, entity);
40 if(GetResource(player, RES_HEALTH) <= autocvar_g_bloodloss)
44 MUTATOR_HOOKFUNCTION(bloodloss, BuildMutatorsString)
46 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":bloodloss");
49 MUTATOR_HOOKFUNCTION(bloodloss, BuildMutatorsPrettyString)
51 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Blood loss");
56 MUTATOR_HOOKFUNCTION(bloodloss, PlayerJump)
58 if(STAT(HEALTH) <= STAT(BLOODLOSS))