GetPlayerBleeding
How fast the player is bleeding, in health per second.
A stab or a slash the armour let enough of through opens a wound (SetBleedRules); each wound bleeds on its own for the
rules’ seconds and stops by itself, and the open ones add up (at most the rules’ maxRate). 0 means not bleeding. A
bleed-out is a death by the last attacker. A bandage stops it, so do HealPlayer and the respawn.
Syntax
Section titled “Syntax”GetPlayerBleeding(pid)| Parameter | Type | |
|---|---|---|
pid |
number | the player |
Returns
Section titled “Returns”number - health lost per second; 0 = not bleeding
Example
Section titled “Example”if GetPlayerBleeding(pid) > 0.5 then GameText(pid, "You are bleeding heavily", 2000, GAMETEXT_LOWER) endSee also
Section titled “See also”IsPlayerBleeding · SetPlayerBleeding · HealPlayer · the Vitals group of the index
