5 .float bloodloss_timer;
7 MUTATOR_HOOKFUNCTION(bloodloss_PlayerThink)
10 if(self.health <= autocvar_g_bloodloss && self.deadflag == DEAD_NO)
12 self.BUTTON_CROUCH = true;
14 if(time >= self.bloodloss_timer)
17 vehicles_exit(VHEF_RELEASE);
19 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
20 self.bloodloss_timer = time + 0.5 + random() * 0.5;
27 MUTATOR_HOOKFUNCTION(bloodloss_PlayerJump)
29 if(self.health <= autocvar_g_bloodloss)
35 MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsString)
37 ret_string = strcat(ret_string, ":bloodloss");
41 MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsPrettyString)
43 ret_string = strcat(ret_string, ", Blood loss");
47 MUTATOR_DEFINITION(mutator_bloodloss)
49 MUTATOR_HOOK(PlayerPreThink, bloodloss_PlayerThink, CBC_ORDER_ANY);
50 MUTATOR_HOOK(PlayerJump, bloodloss_PlayerJump, CBC_ORDER_ANY);
51 MUTATOR_HOOK(BuildMutatorsString, bloodloss_BuildMutatorsString, CBC_ORDER_ANY);
52 MUTATOR_HOOK(BuildMutatorsPrettyString, bloodloss_BuildMutatorsPrettyString, CBC_ORDER_ANY);