global function BleedoutTest_Init void function BleedoutTest_Init() { return // not in use rn AddCallback_OnRegisteringCustomNetworkVars( RegisterBleedoutVars ) BleedoutShared_Init( 30.0, 3.0, -1.0, 1.0, 0.0, false, false ) #if SERVER Bleedout_Init() if ( ReviveEnabled() ) AddCallback_OnPlayerKilled( StartRevive ) #elseif CLIENT BleedoutClient_Init() #endif } #if SERVER void function StartRevive( entity victim, entity attacker, var damageInfo ) { DeathPackage_PlayerRevive( victim ) thread PlayerRevivesOrBleedsOut( victim ) } #endif void function RegisterBleedoutVars() { Remote_RegisterFunction( "ServerCallback_BLEEDOUT_StartFirstAidProgressBar" ) Remote_RegisterFunction( "ServerCallback_BLEEDOUT_StopFirstAidProgressBar" ) Remote_RegisterFunction( "ServerCallback_BLEEDOUT_ShowWoundedMarker" ) Remote_RegisterFunction( "ServerCallback_BLEEDOUT_HideWoundedMarker" ) }