void assault_objective_use(entity this, entity actor, entity trigger)
{
// activate objective
- this.health = 100;
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, 100);
//print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
//print("Activator is ", actor.classname, "\n");
vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
{
- if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) < 0 || GetResourceAmount(this, RESOURCE_HEALTH) >= ASSAULT_VALUE_INACTIVE)
return '-1 0 0';
return current;
}
// and when a new round starts
void assault_objective_reset(entity this)
{
- this.health = ASSAULT_VALUE_INACTIVE;
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, ASSAULT_VALUE_INACTIVE);
}
// decrease the health of targeted objectives
else
return; // already activated! cannot activate again!
- if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
+ if(GetResourceAmount(this.enemy, RESOURCE_HEALTH) < ASSAULT_VALUE_INACTIVE)
{
- if(this.enemy.health - this.dmg > 0.5)
+ if(GetResourceAmount(this.enemy, RESOURCE_HEALTH) - this.dmg > 0.5)
{
GameRules_scoring_add_team(actor, SCORE, this.dmg);
- this.enemy.health = this.enemy.health - this.dmg;
+ SetResourceAmountExplicit(this.enemy, RESOURCE_HEALTH, GetResourceAmount(this.enemy, RESOURCE_HEALTH) - this.dmg);
}
else
{
- GameRules_scoring_add_team(actor, SCORE, this.enemy.health);
+ GameRules_scoring_add_team(actor, SCORE, GetResourceAmount(this.enemy, RESOURCE_HEALTH));
GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
- this.enemy.health = -1;
+ SetResourceAmountExplicit(this.enemy, RESOURCE_HEALTH, -1);
if(this.enemy.message)
FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
{
- if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
+ if(GetResourceAmount(this.assault_decreaser.enemy, RESOURCE_HEALTH) >= ASSAULT_VALUE_INACTIVE)
return false;
return true;
{
WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
WaypointSprite_UpdateMaxHealth(spr, it.max_health);
- WaypointSprite_UpdateHealth(spr, it.health);
+ WaypointSprite_UpdateHealth(spr, GetResourceAmount(it, RESOURCE_HEALTH));
it.sprite = spr;
}
else
void assault_wall_think(entity this)
{
- if(this.enemy.health < 0)
+ if(GetResourceAmount(this.enemy, RESOURCE_HEALTH) < 0)
{
this.model = "";
this.solid = SOLID_NOT;
this.dmg = 101;
this.use = assault_objective_decrease_use;
- this.health = ASSAULT_VALUE_INACTIVE;
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, ASSAULT_VALUE_INACTIVE);
this.max_health = ASSAULT_VALUE_INACTIVE;
this.enemy = NULL;
entity destr = it;
IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
{
- if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
+ if(GetResourceAmount(it.enemy, RESOURCE_HEALTH) > 0 && GetResourceAmount(it.enemy, RESOURCE_HEALTH) < ASSAULT_VALUE_INACTIVE)
{
found = true;
break;