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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" )
}
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