2 REGISTER_MUTATOR(bloodloss, cvar("g_bloodloss"));
4 .float bloodloss_timer;
6 MUTATOR_HOOKFUNCTION(bloodloss, PlayerPreThink)
9 if(self.health <= autocvar_g_bloodloss && !IS_DEAD(self))
11 PHYS_INPUT_BUTTON_CROUCH(self) = true;
13 if(time >= self.bloodloss_timer)
16 vehicles_exit(VHEF_RELEASE);
18 self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
19 self.bloodloss_timer = time + 0.5 + random() * 0.5;
26 MUTATOR_HOOKFUNCTION(bloodloss, PlayerJump)
28 entity player = M_ARGV(0, entity);
30 if(player.health <= autocvar_g_bloodloss)
36 MUTATOR_HOOKFUNCTION(bloodloss, BuildMutatorsString)
38 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":bloodloss");
41 MUTATOR_HOOKFUNCTION(bloodloss, BuildMutatorsPrettyString)
43 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Blood loss");