4 .float bloodloss_timer;
6 MUTATOR_HOOKFUNCTION(bloodloss_PlayerThink)
9 if(self.health <= autocvar_g_bloodloss && self.deadflag == DEAD_NO)
11 self.BUTTON_CROUCH = true;
13 if(time >= self.bloodloss_timer)
16 vehicles_exit(VHEF_RELEASE);
18 self.event_damage(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 if(self.health <= autocvar_g_bloodloss)
34 MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsString)
36 ret_string = strcat(ret_string, ":bloodloss");
40 MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsPrettyString)
42 ret_string = strcat(ret_string, ", Blood loss");
46 MUTATOR_DEFINITION(mutator_bloodloss)
48 MUTATOR_HOOK(PlayerPreThink, bloodloss_PlayerThink, CBC_ORDER_ANY);
49 MUTATOR_HOOK(PlayerJump, bloodloss_PlayerJump, CBC_ORDER_ANY);
50 MUTATOR_HOOK(BuildMutatorsString, bloodloss_BuildMutatorsString, CBC_ORDER_ANY);
51 MUTATOR_HOOK(BuildMutatorsPrettyString, bloodloss_BuildMutatorsPrettyString, CBC_ORDER_ANY);