void W_Seeker_Missile_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResourceAmount(this, RES_HEALTH) <= 0)
return;
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
if(this.realowner == attacker)
- TakeResource(this, RESOURCE_HEALTH, (damage * 0.25));
+ TakeResource(this, RES_HEALTH, (damage * 0.25));
else
- TakeResource(this, RESOURCE_HEALTH, damage);
+ TakeResource(this, RES_HEALTH, damage);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResourceAmount(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
}
missile.scale = 2;
missile.takedamage = DAMAGE_YES;
missile.weaponentity_fld = weaponentity;
- SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR(seeker, missile_health));
+ SetResourceAmount(missile, RES_HEALTH, WEP_CVAR(seeker, missile_health));
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, missile);
void W_Seeker_Tag_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResourceAmount(this, RES_HEALTH) <= 0)
return;
- TakeResource(this, RESOURCE_HEALTH, damage);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ TakeResource(this, RES_HEALTH, damage);
+ if(GetResourceAmount(this, RES_HEALTH) <= 0)
W_Seeker_Tag_Explode(this);
}
missile.takedamage = DAMAGE_YES;
missile.event_damage = W_Seeker_Tag_Damage;
- SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR(seeker, tag_health));
+ SetResourceAmount(missile, RES_HEALTH, WEP_CVAR(seeker, tag_health));
missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
setorigin(missile, w_shotorg);