ons_notification_time[this.team] = time;
}
- TakeResource(this, RESOURCE_HEALTH, damage);
+ TakeResource(this, RES_HEALTH, damage);
if(this.owner.iscaptured)
- WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
+ WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RES_HEALTH));
else
- WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResourceAmount(this, RESOURCE_HEALTH)) / (this.count / ONS_CP_THINKRATE));
+ WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResourceAmount(this, RES_HEALTH)) / (this.count / ONS_CP_THINKRATE));
this.pain_finished = time + 1;
// particles on every hit
pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
else
sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
- if (GetResourceAmount(this, RESOURCE_HEALTH) < 0)
+ if (GetResourceAmount(this, RES_HEALTH) < 0)
{
sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
{
- float hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
- float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
+ float hlth = GetResourceAmount(targ, RES_HEALTH);
+ float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
if (hlth <= 0 || hlth >= true_limit)
return false;
- GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
- hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
+ GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
+ hlth = GetResourceAmount(targ, RES_HEALTH);
if(targ.owner.iscaptured)
WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
else
_friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
_enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
- GiveResourceWithLimit(this, RESOURCE_HEALTH, (_friendly_count - _enemy_count), this.max_health);
+ GiveResourceWithLimit(this, RES_HEALTH, (_friendly_count - _enemy_count), this.max_health);
this.SendFlags |= CPSF_STATUS;
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ if(GetResourceAmount(this, RES_HEALTH) <= 0)
{
ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
return;
if (time > this.pain_finished + 5)
{
- if(GetResourceAmount(this, RESOURCE_HEALTH) < this.max_health)
+ if(GetResourceAmount(this, RES_HEALTH) < this.max_health)
{
- GiveResourceWithLimit(this, RESOURCE_HEALTH, this.count, this.max_health);
- WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
+ GiveResourceWithLimit(this, RES_HEALTH, this.count, this.max_health);
+ WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RES_HEALTH));
}
}
}
// damaged fx
- if(random() < 0.6 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health)
+ if(random() < 0.6 - GetResourceAmount(this, RES_HEALTH) / this.max_health)
{
Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
if(!a)
return;
- GiveResource(this, RESOURCE_HEALTH, this.count);
+ GiveResource(this, RES_HEALTH, this.count);
this.SendFlags |= CPSF_STATUS;
- if (GetResourceAmount(this, RESOURCE_HEALTH) >= this.max_health)
+ if (GetResourceAmount(this, RES_HEALTH) >= this.max_health)
{
- SetResourceAmount(this, RESOURCE_HEALTH, this.max_health);
+ SetResourceAmount(this, RES_HEALTH, this.max_health);
this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
setthink(this, ons_ControlPoint_Icon_Think);
sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
- WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
+ WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RES_HEALTH));
if(IS_PLAYER(this.owner.ons_toucher))
{
if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
setmodel(this.owner, MDL_ONS_CP_PAD2);
- if(random() < 0.9 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health)
+ if(random() < 0.9 - GetResourceAmount(this, RES_HEALTH) / this.max_health)
Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
}
e.owner = cp;
e.max_health = autocvar_g_onslaught_cp_health;
- SetResourceAmount(e, RESOURCE_HEALTH, autocvar_g_onslaught_cp_buildhealth);
+ SetResourceAmount(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
e.solid = SOLID_NOT;
e.takedamage = DAMAGE_AIM;
e.bot_attack = true;
e.event_heal = ons_ControlPoint_Icon_Heal;
e.team = player.team;
e.colormap = 1024 + (e.team - 1) * 17;
- e.count = (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
+ e.count = (e.max_health - GetResourceAmount(e, RES_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
- WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) / (e.count / ONS_CP_THINKRATE));
+ WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResourceAmount(e, RES_HEALTH)) / (e.count / ONS_CP_THINKRATE));
WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
cp.sprite.SendFlags |= 16;
else
{
WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
- WaypointSprite_UpdateHealth(e.sprite, GetResourceAmount(e.goalentity, RESOURCE_HEALTH));
+ WaypointSprite_UpdateHealth(e.sprite, GetResourceAmount(e.goalentity, RES_HEALTH));
}
}
if(e.lastshielded)
play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
}
}
- TakeResource(this, RESOURCE_HEALTH, damage);
- float hlth = GetResourceAmount(this, RESOURCE_HEALTH);
+ TakeResource(this, RES_HEALTH, damage);
+ float hlth = GetResourceAmount(this, RES_HEALTH);
WaypointSprite_UpdateHealth(this.sprite, hlth);
// choose an animation frame based on health
this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
bool ons_GeneratorHeal(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);
+ float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
+ float hlth = GetResourceAmount(targ, RES_HEALTH);
if (hlth <= 0 || hlth >= true_limit)
return false;
- GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
- hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
+ GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
+ hlth = GetResourceAmount(targ, RES_HEALTH);
WaypointSprite_UpdateHealth(targ.sprite, hlth);
targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
targ.lasthealth = hlth;
void ons_GeneratorReset(entity this)
{
this.team = this.team_saved;
- SetResourceAmount(this, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health);
+ SetResourceAmount(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
this.takedamage = DAMAGE_AIM;
this.bot_attack = true;
this.SendFlags |= GSF_STATUS;
WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
- WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
+ WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RES_HEALTH));
WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
onslaught_updatelinks();
IL_PUSH(g_saved_team, gen);
set_movetype(gen, MOVETYPE_NONE);
gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
- SetResourceAmount(gen, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health);
+ SetResourceAmount(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
gen.takedamage = DAMAGE_AIM;
gen.bot_attack = true;
IL_PUSH(g_bot_targets, gen);
WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
- WaypointSprite_UpdateHealth(gen.sprite, GetResourceAmount(gen, RESOURCE_HEALTH));
+ WaypointSprite_UpdateHealth(gen.sprite, GetResourceAmount(gen, RES_HEALTH));
InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
}
for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
{
++total_generators;
- if (GetResourceAmount(e, RESOURCE_HEALTH) < 1)
+ if (GetResourceAmount(e, RES_HEALTH) < 1)
{
continue;
}
{
entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
- if ( !source_point && GetResourceAmount(player, RESOURCE_HEALTH) > 0 )
+ if ( !source_point && GetResourceAmount(player, RES_HEALTH) > 0 )
{
sprint(player, "\nYou need to be next to a control point\n");
return true;
return true;
}
- if ( GetResourceAmount(player, RESOURCE_HEALTH) <= 0 )
+ if ( GetResourceAmount(player, RES_HEALTH) <= 0 )
{
player.ons_spawn_by = closest_target;
player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
{
entity wp_owner = wp.owner;
entity e = WaypointSprite_getviewentity(to);
- if(SAME_TEAM(e, wp_owner) && GetResourceAmount(wp_owner.goalentity, RESOURCE_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
+ if(SAME_TEAM(e, wp_owner) && GetResourceAmount(wp_owner.goalentity, RES_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
}
if(wp.owner.classname == "onslaught_generator")
{
entity wp_owner = wp.owner;
- if(wp_owner.isshielded && GetResourceAmount(wp_owner, RESOURCE_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
- if(GetResourceAmount(wp_owner, RESOURCE_HEALTH) <= 0) { wp_flag |= 2; }
+ if(wp_owner.isshielded && GetResourceAmount(wp_owner, RES_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
+ if(GetResourceAmount(wp_owner, RES_HEALTH) <= 0) { wp_flag |= 2; }
}
}