#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) <= STAT(BLOODLOSS)) M_ARGV(1, bool) = true; // do_crouch } MUTATOR_HOOKFUNCTION(bloodloss, PlayerJump) { if(STAT(HEALTH) <= STAT(BLOODLOSS)) return true; } #endif #endif