#include "sv_bloodloss.qh"
-REGISTER_MUTATOR(bloodloss, cvar("g_bloodloss"));
+float autocvar_g_bloodloss;
+REGISTER_MUTATOR(bloodloss, autocvar_g_bloodloss);
.float bloodloss_timer;
entity player = M_ARGV(0, entity);
if(IS_PLAYER(player))
- if(GetResourceAmount(player, RESOURCE_HEALTH) <= autocvar_g_bloodloss && !IS_DEAD(player))
+ if(GetResource(player, RES_HEALTH) <= autocvar_g_bloodloss && !IS_DEAD(player))
{
PHYS_INPUT_BUTTON_CROUCH(player) = true;
if(player.vehicle)
vehicles_exit(player.vehicle, VHEF_RELEASE);
if(player.event_damage)
- player.event_damage(player, player, player, 1, DEATH_ROT.m_id, player.origin, '0 0 0');
+ 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;
}
}
{
entity player = M_ARGV(0, entity);
- if(GetResourceAmount(player, RESOURCE_HEALTH) <= autocvar_g_bloodloss)
+ if(GetResource(player, RES_HEALTH) <= autocvar_g_bloodloss)
return true;
}