clone.dphitcontentsmask = this.dphitcontentsmask;
clone.death_time = this.death_time;
clone.pain_finished = this.pain_finished;
- SetResourceAmount(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
- SetResourceAmount(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
+ SetResourceAmount(clone, RES_HEALTH, GetResourceAmount(this, RES_HEALTH));
+ SetResourceAmount(clone, RES_ARMOR, GetResourceAmount(this, RES_ARMOR));
clone.armortype = this.armortype;
clone.model = this.model;
clone.modelindex = this.modelindex;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
- v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ v = healtharmor_applydamage(GetResourceAmount(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
if (take > 100)
Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
- TakeResource(this, RESOURCE_ARMOR, save);
- TakeResource(this, RESOURCE_HEALTH, take);
+ TakeResource(this, RES_ARMOR, save);
+ TakeResource(this, RES_HEALTH, take);
// pause regeneration for 5 seconds
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
this.dmg_inflictor = inflictor;
- if (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
+ if (GetResourceAmount(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
{
// don't use any animations as a gib
this.frame = 0;
vector v;
float excess;
- dh = max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
- da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
+ dh = max(GetResourceAmount(this, RES_HEALTH), 0);
+ da = max(GetResourceAmount(this, RES_ARMOR), 0);
if(!DEATH_ISSPECIAL(deathtype))
{
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
- v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ v = healtharmor_applydamage(GetResourceAmount(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
}
MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
- take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RESOURCE_HEALTH));
- save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR));
+ take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RES_HEALTH));
+ save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RES_ARMOR));
excess = max(0, damage - take - save);
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (!(this.flags & FL_GODMODE))
{
- TakeResource(this, RESOURCE_ARMOR, save);
- TakeResource(this, RESOURCE_HEALTH, take);
+ TakeResource(this, RES_ARMOR, save);
+ TakeResource(this, RES_HEALTH, take);
// pause regeneration for 5 seconds
if(take)
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
animdecide_setaction(this, ANIMACTION_PAIN2, true);
}
}
- float myhp = GetResourceAmount(this, RESOURCE_HEALTH);
+ float myhp = GetResourceAmount(this, RES_HEALTH);
if(myhp > 1)
if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
if(sound_allowed(MSG_BROADCAST, attacker))
// throw off bot aim temporarily
float shake;
- if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
+ if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RES_HEALTH) >= 1)
{
shake = damage * 5 / (bound(0,skill,100) + 1);
this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
valid_damage_for_weaponstats = true;
}
- dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
- da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
+ dh = dh - max(GetResourceAmount(this, RES_HEALTH), 0);
+ da = da - max(GetResourceAmount(this, RES_ARMOR), 0);
if(valid_damage_for_weaponstats)
{
WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
- if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
+ if (GetResourceAmount(this, RES_HEALTH) < 1)
{
float defer_ClientKill_Now_TeamChange;
defer_ClientKill_Now_TeamChange = false;
// player could have been miraculously resuscitated ;)
// e.g. players in freezetag get frozen, they don't really die
- if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
+ if(GetResourceAmount(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
return;
if (!this.respawn_time) // can be set in the mutator hook PlayerDies
bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
{
- if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit)
+ if(GetResourceAmount(targ, RES_HEALTH) <= 0 || GetResourceAmount(targ, RES_HEALTH) >= limit)
return false;
- GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit);
+ GiveResourceWithLimit(targ, RES_HEALTH, amount, limit);
return true;
}