]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/bloodloss/bloodloss.qc
Merge branch 'master' into Lyberta/WaypointIcons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / bloodloss / bloodloss.qc
diff --git a/qcsrc/common/mutators/mutator/bloodloss/bloodloss.qc b/qcsrc/common/mutators/mutator/bloodloss/bloodloss.qc
new file mode 100644 (file)
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+#include "bloodloss.qh"
+
+#ifdef GAMEQC
+#ifdef SVQC
+REGISTER_MUTATOR(bloodloss, autocvar_g_bloodloss);
+#elif defined(CSQC)
+REGISTER_MUTATOR(bloodloss, true);
+#endif
+
+#ifdef SVQC
+.float bloodloss_timer;
+
+MUTATOR_HOOKFUNCTION(bloodloss, PlayerPreThink)
+{
+       entity player = M_ARGV(0, entity);
+
+       if(game_stopped)
+               return; // during intermission, the player's health changes to strange values for the engine, let's not cause damage during this phase!
+
+       if(IS_PLAYER(player))
+       if(GetResource(player, RES_HEALTH) <= autocvar_g_bloodloss && !IS_DEAD(player) && time >= player.bloodloss_timer)
+       {
+               if(player.vehicle)
+                       vehicles_exit(player.vehicle, VHEF_RELEASE); // TODO: boots player out of their vehicle each health rot tick!
+               if(player.event_damage)
+                       player.event_damage(player, player, player, 1, DEATH_ROT.m_id, DMG_NOWEP, player.origin, '0 0 0');
+               player.bloodloss_timer = time + 0.5 + random() * 0.5;
+       }
+}
+
+MUTATOR_HOOKFUNCTION(bloodloss, PlayerCanCrouch)
+{
+       entity player = M_ARGV(0, entity);
+       if(GetResource(player, RES_HEALTH) <= autocvar_g_bloodloss)
+               M_ARGV(1, bool) = true; // do_crouch
+}
+
+MUTATOR_HOOKFUNCTION(bloodloss, PlayerJump)
+{
+       entity player = M_ARGV(0, entity);
+
+       if(GetResource(player, RES_HEALTH) <= autocvar_g_bloodloss)
+               return true;
+}
+
+MUTATOR_HOOKFUNCTION(bloodloss, BuildMutatorsString)
+{
+       M_ARGV(0, string) = strcat(M_ARGV(0, string), ":bloodloss");
+}
+
+MUTATOR_HOOKFUNCTION(bloodloss, BuildMutatorsPrettyString)
+{
+       M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Blood loss");
+}
+#endif
+
+#ifdef CSQC
+MUTATOR_HOOKFUNCTION(bloodloss, PlayerCanCrouch)
+{
+       if(STAT(HEALTH) > 0 && STAT(HEALTH) <= STAT(BLOODLOSS))
+               M_ARGV(1, bool) = true; // do_crouch
+}
+MUTATOR_HOOKFUNCTION(bloodloss, PlayerJump)
+{
+       if(STAT(HEALTH) > 0 && STAT(HEALTH) <= STAT(BLOODLOSS))
+               return true;
+}
+#endif
+
+#endif