set g_br_bleed 0.02 "amount of health rot while injured"
set g_br_bleedlinear 1 "linear amount of health rot while injured"
set g_br_bleeding_health 0.5 "start health mutliplier when injured"
+set g_br_bleeding_armor 50 "start armor when injured"
set g_br_revive_speed 0.4 "Speed for reviving an injured squadmate"
set g_br_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
set g_br_revive_extra_size 100 "Distance in qu that you can stand from an injured squadmate to keep reviving them"
float autocvar_g_br_revive_health = 0.25;
float autocvar_g_br_bleeding_health = 0.5;
+float autocvar_g_br_bleeding_armor = 50;
float autocvar_g_br_drop_damage = 0.5;
float autocvar_g_br_drop_speed_max = 2;
float autocvar_g_br_drop_speed_min = 1.25;
StatusEffects_removeall(frag_target, STATUSEFFECT_REMOVE_NORMAL);
SetResource(frag_target, RES_HEALTH, start_health * max(autocvar_g_br_bleeding_health, 0));
- SetResource(frag_target, RES_ARMOR, 0);
+ SetResource(frag_target, RES_ARMOR, max(autocvar_g_br_bleeding_armor, 0));
Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_BR_DOWN_WAIT);
STAT(BLEEDING, frag_target) = true;
M_ARGV(2, float) *= max(autocvar_g_br_bleeding_health, 0);
break;
case RES_ARMOR:
- M_ARGV(2, float) = 0;
+ M_ARGV(2, float) = max(autocvar_g_br_bleeding_armor, 0);
}
}
}
player.flags |= FL_PICKUPITEMS;
SetResource(player, RES_HEALTH, start_health * max(autocvar_g_br_revive_health, 0));
+ SetResource(player, RES_ARMOR, 0);
STAT(WEAPONS, player) = player.br_wepset_old;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)