]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/assault/sv_assault.qc
Purge SetResourceAmountExplicit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / assault / sv_assault.qc
index 95dd412f49b92be2d946e0ea8e7f4e61b0bfb37c..c3ef2db96f1fb551c87f3f0659cf3d821a37f2fe 100644 (file)
@@ -17,7 +17,7 @@ STATIC_INIT(g_assault)
 void assault_objective_use(entity this, entity actor, entity trigger)
 {
        // activate objective
-       SetResourceAmountExplicit(this, RESOURCE_HEALTH, 100);
+       SetResourceAmount(this, RESOURCE_HEALTH, 100);
        //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
        //print("Activator is ", actor.classname, "\n");
 
@@ -39,7 +39,7 @@ vector target_objective_spawn_evalfunc(entity this, entity player, entity spot,
 // and when a new round starts
 void assault_objective_reset(entity this)
 {
-       SetResourceAmountExplicit(this, RESOURCE_HEALTH, ASSAULT_VALUE_INACTIVE);
+       SetResourceAmount(this, RESOURCE_HEALTH, ASSAULT_VALUE_INACTIVE);
 }
 
 // decrease the health of targeted objectives
@@ -72,7 +72,7 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
                {
                        GameRules_scoring_add_team(actor, SCORE, hlth);
                        GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
-                       SetResourceAmountExplicit(this.enemy, RESOURCE_HEALTH, -1);
+                       SetResourceAmount(this.enemy, RESOURCE_HEALTH, -1);
 
                        if(this.enemy.message)
                                FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
@@ -323,7 +323,7 @@ spawnfunc(target_objective_decrease)
                this.dmg = 101;
 
        this.use = assault_objective_decrease_use;
-       SetResourceAmountExplicit(this, RESOURCE_HEALTH, ASSAULT_VALUE_INACTIVE);
+       SetResourceAmount(this, RESOURCE_HEALTH, ASSAULT_VALUE_INACTIVE);
        this.max_health = ASSAULT_VALUE_INACTIVE;
        this.enemy = NULL;