1 .float bloodloss_timer;
3 MUTATOR_HOOKFUNCTION(bloodloss_PlayerThink)
6 if(self.health <= autocvar_g_bloodloss && self.deadflag == DEAD_NO)
8 self.BUTTON_CROUCH = true;
10 if(time >= self.bloodloss_timer)
12 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
13 self.bloodloss_timer = time + 0.5 + random() * 0.5;
20 MUTATOR_HOOKFUNCTION(bloodloss_PlayerJump)
22 if(self.health <= autocvar_g_bloodloss)
28 MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsString)
30 ret_string = strcat(ret_string, ":bloodloss");
34 MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsPrettyString)
36 ret_string = strcat(ret_string, ", Blood loss");
40 MUTATOR_DEFINITION(mutator_bloodloss)
42 MUTATOR_HOOK(PlayerPreThink, bloodloss_PlayerThink, CBC_ORDER_ANY);
43 MUTATOR_HOOK(PlayerJump, bloodloss_PlayerJump, CBC_ORDER_ANY);
44 MUTATOR_HOOK(BuildMutatorsString, bloodloss_BuildMutatorsString, CBC_ORDER_ANY);
45 MUTATOR_HOOK(BuildMutatorsPrettyString, bloodloss_BuildMutatorsPrettyString, CBC_ORDER_ANY);