+#include "../_all.qh"
+
+#include "mutator.qh"
+
.float bloodloss_timer;
MUTATOR_HOOKFUNCTION(bloodloss_PlayerThink)
if(IS_PLAYER(self))
if(self.health <= autocvar_g_bloodloss && self.deadflag == DEAD_NO)
{
- self.BUTTON_CROUCH = TRUE;
-
+ self.BUTTON_CROUCH = true;
+
if(time >= self.bloodloss_timer)
{
self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
self.bloodloss_timer = time + 0.5 + random() * 0.5;
}
}
-
- return FALSE;
+
+ return false;
}
MUTATOR_HOOKFUNCTION(bloodloss_PlayerJump)
{
if(self.health <= autocvar_g_bloodloss)
- return TRUE;
-
- return FALSE;
+ return true;
+
+ return false;
}
MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsString)
{
ret_string = strcat(ret_string, ":bloodloss");
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsPrettyString)
{
ret_string = strcat(ret_string, ", Blood loss");
- return FALSE;
+ return false;
}
MUTATOR_DEFINITION(mutator_bloodloss)
MUTATOR_HOOK(BuildMutatorsString, bloodloss_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, bloodloss_BuildMutatorsPrettyString, CBC_ORDER_ANY);
- return FALSE;
+ return false;
}