float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
float volume_modify_changed_1, volume_modify_changed_2;\r
float eventchase_current_distance;\r
+float helper_pause, helper_health;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
respawned = TRUE; // stays true for one frame\r
\r
+ // helper system\r
+ if(cvar("cl_helper"))\r
+ if(helper_pause <= time)\r
+ {\r
+ if(getstati(STAT_HEALTH) <= cvar("cl_helper_health_value"))\r
+ {\r
+ if(!helper_health)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_health = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ }\r
+ }\r
+ else if(helper_health)\r
+ helper_health = FALSE;\r
+ }\r
+\r
// event chase camera\r
if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
{\r