#include "sv_bloodloss.qh" float autocvar_g_bloodloss; REGISTER_MUTATOR(bloodloss, autocvar_g_bloodloss); .float bloodloss_timer; MUTATOR_HOOKFUNCTION(bloodloss, PlayerPreThink) { entity player = M_ARGV(0, entity); if(IS_PLAYER(player)) if(GetResourceAmount(player, RES_HEALTH) <= autocvar_g_bloodloss && !IS_DEAD(player)) { PHYS_INPUT_BUTTON_CROUCH(player) = true; if(time >= player.bloodloss_timer) { if(player.vehicle) vehicles_exit(player.vehicle, VHEF_RELEASE); 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, PlayerJump) { entity player = M_ARGV(0, entity); if(GetResourceAmount(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"); }