if (IS_PLAYER(this))
{
- if(this.health >= 1)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
{
// despawn effect
Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
if(this.damagedbycontents)
IL_REMOVE(g_damagedbycontents, this);
this.damagedbycontents = false;
- this.health = FRAGS_SPECTATOR;
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
SetSpectatee_status(this, etof(this));
this.takedamage = DAMAGE_NO;
this.solid = SOLID_NOT;
set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
this.flags = FL_CLIENT | FL_NOTARGET;
- this.armorvalue = 666;
this.effects = 0;
- this.armorvalue = autocvar_g_balance_armor_start;
+ SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
this.pauserotarmor_finished = 0;
this.pauserothealth_finished = 0;
this.pauseregen_finished = 0;
SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
- this.health = warmup_start_health;
- this.armorvalue = warmup_start_armorvalue;
+ SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
+ SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
} else {
SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
- this.health = start_health;
- this.armorvalue = start_armorvalue;
+ SetResourceAmount(this, RESOURCE_HEALTH, start_health);
+ SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
STAT(WEAPONS, this) = start_weapons;
if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
{
ClientKill_Now(this.owner);
return;
}
- else if(this.health == 1) // health == 1 means that it's silent
+ else if(this.count == 1) // count == 1 means that it's silent
{
this.nextthink = time + 1;
this.cnt -= 1;
limith = limith * limit_mod;
limita = limita * limit_mod;
- this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
- this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
+ SetResourceAmountExplicit(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
+ regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
+ rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
+ regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
+ rot_mod * frametime * (time > this.pauserothealth_finished), limith));
}
// if player rotted to death... die!
// check this outside above checks, as player may still be able to rot to death
- if(this.health < 1)
+ if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
{
if(this.vehicle)
vehicles_exit(this.vehicle, VHEF_RELEASE);
MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
PS(this) = PS(spectatee);
this.armortype = spectatee.armortype;
- this.armorvalue = spectatee.armorvalue;
+ SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
- this.health = spectatee.health;
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
CS(this).impulse = 0;
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
if (STAT(FROZEN, this) == 2)
{
STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
- this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
if (STAT(REVIVE_PROGRESS, this) >= 1)
else if (STAT(FROZEN, this) == 3)
{
STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
- this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
- if (this.health < 1)
+ if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
{
if (this.vehicle)
vehicles_exit(this.vehicle, VHEF_RELEASE);
}
if (this.waypointsprite_attachedforcarrier) {
- vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
+ vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
}