]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/assault/assault.qc
Merge branch 'master' into Lyberta/TeamplayOverhaul
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / assault / assault.qc
index e07d4da52df22fa4a8698b3d7c7509292a6b0087..e7134182e497b95facf46c75d680bc5079dd7348 100644 (file)
@@ -31,7 +31,8 @@ void assault_objective_use(entity this, entity actor, entity trigger)
 
 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
 {
-       if(GetResourceAmount(this, RESOURCE_HEALTH) < 0 || GetResourceAmount(this, RESOURCE_HEALTH) >= ASSAULT_VALUE_INACTIVE)
+       float hlth = GetResourceAmount(this, RESOURCE_HEALTH);
+       if (hlth < 0 || hlth >= ASSAULT_VALUE_INACTIVE)
                return '-1 0 0';
        return current;
 }
@@ -61,16 +62,17 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
        else
                return; // already activated! cannot activate again!
 
-       if(GetResourceAmount(this.enemy, RESOURCE_HEALTH) < ASSAULT_VALUE_INACTIVE)
+       float hlth = GetResourceAmount(this.enemy, RESOURCE_HEALTH);
+       if (hlth < ASSAULT_VALUE_INACTIVE)
        {
-               if(GetResourceAmount(this.enemy, RESOURCE_HEALTH) - this.dmg > 0.5)
+               if (hlth - this.dmg > 0.5)
                {
                        GameRules_scoring_add_team(actor, SCORE, this.dmg);
                        TakeResource(this.enemy, RESOURCE_HEALTH, this.dmg);
                }
                else
                {
-                       GameRules_scoring_add_team(actor, SCORE, GetResourceAmount(this.enemy, RESOURCE_HEALTH));
+                       GameRules_scoring_add_team(actor, SCORE, hlth);
                        GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
                        SetResourceAmountExplicit(this.enemy, RESOURCE_HEALTH, -1);
 
@@ -331,6 +333,22 @@ spawnfunc(target_objective_decrease)
 }
 
 // destructible walls that can be used to trigger target_objective_decrease
+bool destructible_heal(entity targ, entity inflictor, float amount, float limit)
+{
+       float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
+       float hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
+       if (hlth <= 0 || hlth >= true_limit)
+               return false;
+
+       GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
+       if(targ.sprite)
+       {
+               WaypointSprite_UpdateHealth(targ.sprite, GetResourceAmount(targ, RESOURCE_HEALTH));
+       }
+       func_breakable_colormod(targ);
+       return true;
+}
+
 spawnfunc(func_breakable);
 spawnfunc(func_assault_destructible)
 {
@@ -338,6 +356,7 @@ spawnfunc(func_assault_destructible)
 
        this.spawnflags = 3;
        this.classname = "func_assault_destructible";
+       this.event_heal = destructible_heal;
        IL_PUSH(g_assault_destructibles, this);
 
        if(assault_attacker_team == NUM_TEAM_1)
@@ -395,7 +414,8 @@ void havocbot_goalrating_ast_targets(entity this, float ratingscale)
                entity destr = it;
                IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
                {
-                       if(GetResourceAmount(it.enemy, RESOURCE_HEALTH) > 0 && GetResourceAmount(it.enemy, RESOURCE_HEALTH) < ASSAULT_VALUE_INACTIVE)
+                       float hlth = GetResourceAmount(it.enemy, RESOURCE_HEALTH);
+                       if (hlth > 0 && hlth < ASSAULT_VALUE_INACTIVE)
                        {
                                found = true;
                                break;